When you've been playing for a long time like me (290 hours), you scan an outpost or base and pick and choose the best recruits for your full to the brim motherbase.
Each time you pick a soldier out of the field, you lose one because your departments or rooms are all full.
So you can afford to be super selective over who you kill/Fulton/leave in the porta-loo.
When you've been playing for five minutes, like yourself, you need everyone.
Fulton everyone, or be selective and drag out your mgsv experience that little bit longer.
Oh yeah, and don't worry about the minutia like whether you have too many staff or too little, try to play the game and immerse yourself in the whole experience, which is one of the highlights of 2015.
Good luck, Bawssss
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How do I get more high class soldiers or train my current ones to higher class?
Really chuffed that the new FOB event is just a recycled FOB event.
I mean seriously would it hurt Konami to have online missions that take place in Afghanistan or Africa? I mean we have all these overpowered weapons now, might as well make missions with overpowered enemies. And it's not something that is hard to do, they literally have the assets and they can tinker with the difficulty.
@neema_t
The only difference for high level teams is combat (for base defenses) intel (for positioning of enemy mooks) and Base development (way faster processing and mining). Medical team gets injured mooks out far quicker.
Support also dishes out fire support far quicker and effectively at higher levels. R&D is just for overpowered toys that you may use once or twice.
Pretty much any game can be boiled down to something like that. Look at Grand Theft Auto V, where missions amount to "go to this corner of the map and kill everything". I mean, earlier today I was playing Fallout 4 and one of the missions was quite literally a case of going to a location, waiting twenty-four in-game hours, and then having a conversation. The brilliance of The Phantom Pain is that the missions are so open-ended. You can approach them from any direction, and the game plays differently every time.I've been doing side ops at OKB whatever in Afghanistan, approaching them all quite differently (once with a minimum loadout, once non-lethally and once very lethally) and it's a lot of fun, it's just a shame there's no variety to the objectives. I mean, the first run was "go rescue this guy and the prisoner he was rescuing", then "go kidnap this soldier" and finally "go rescue this prisoner" - all three could be summarised as "Fulton n people who may or may not like you".
It's just a by-product of the R&D mechanic. Everything else gets developed as you play, but now that you have finished the game, you're not off doing missions in the meantime. Meanwhile, there are probably people who have only just purchased the game, and so it would be incredibly unbalanced to let them get the high-end gear straight away.I guess being a busy game designer means you don't get that much time to play other games, and so aren't aware of how some pieces of design that might seem sensible on paper are actually ridiculous and annoying in practice.
It's just a by-product of the R&D mechanic. Everything else gets developed as you play, but now that you have finished the game, you're not off doing missions in the meantime. Meanwhile, there are probably people who have only just purchased the game, and so it would be incredibly unbalanced to let them get the high-end gear straight away.
Kojima originally included it because he was concerned that the game was so large that he thought people would never finish it. On a certain level, he has a point; I sunk 200 hours into the game to get 100%. There's a theory that the original build if the game had fifty original missions, each with four variations: normal, extreme, Subsistence and Total Stealth. I don't know about you, but I don't have 800 hours to play (but I totally would if I could). So microtransactions were included to allow players to skip ahead if they so chose.Horrible mobile-game mechanics in a PC/console game.
That I'm actually fine with (e.g. like the Battlefield shortcut bundles). What I hate (and was referring to) is an artificially introduced timer that serves no other purpose than to annoy you and lure you into buying said microtransactions. It's a mechanism that's used to make money in 'free' mobile games and I think it's disgusting to see this in a full-price game.So microtransactions were included to allow players to skip ahead if they so chose.
I think it's an extension of the risk vs. reward dynamic in the game. At every stage of the game, you have to balance the benefits and the consequences of every decision you make. That extends to the R&D function - there's a limit to how much you can develop at any one time, so you have to ask yourself: do you invest the time in high-end gear, but potentially walk into a situation under-equipped? Or do you focus on new gear and find yourself in a situation where you have to rely on trial and error to see you through?What I hate (and was referring to) is an artificially introduced timer that serves no other purpose than to annoy you and lure you into buying said microtransactions.
Anyone playing MGO? I played on PC for a few hours and I have to say it's the biggest disappointment ever.
Anyone playing MGO? I played on PC for a few hours and I have to say it's the biggest disappointment ever. No wonder Konami fired Kojima. This game was probably the biggest waste of money ever. Typical Japanese take-forever-for-perfection bullcrap. And it turns out wabi-sabi anyway.
It's not that kind of a game bought for multiplayerAnyone playing MGO? I played on PC for a few hours and I have to say it's the biggest disappointment ever. No wonder Konami fired Kojima. This game was probably the biggest waste of money ever. Typical Japanese take-forever-for-perfection bullcrap. And it turns out wabi-sabi anyway.
There's a series of Side Ops later in the game where you recruit a legendary gunsmith and he enables you to extensively customise your weapons - you can change the muzzle, barrel, stock, sights, ammunition type, clip size, underbarrel and so on and so forth - and the finished weapons rarely look like the originals. It would be very difficult to call a Kalashnikov a Kalashnikov when it doesn't look remotely like a Kalashnikov. Evidently the gun manufacturers feel the same way.The real weapon names and visuals are changed for fictional, that's kinda disappointing.
I had go, but didn't stick around for long. I'll echo @TenEightyOne's comments about the level design, but the gameplay was really uneven. It was disappointing, but I didn't pay anything extra for it, so I can't complain too much.Anyone playing MGO? I played on PC for a few hours and I have to say it's the biggest disappointment ever.
Some of those extra objectives really change the way the missions play out. "To Know Too Much" stands out for this; it's a completely different mission if you rescue the XOF agent compared to if you assasainate the interrogator (and good luck trying to do both).Aside from those I have a lot of S-ranks to get and mission tasks to complete but I'm still not feeling compelled to do them.
There's a series of Side Ops later in the game where you recruit a legendary gunsmith and he enables you to extensively customise your weapons - you can change the muzzle, barrel, stock, sights, ammunition type, clip size, underbarrel and so on and so forth - and the finished weapons rarely look like the originals. It would be very difficult to call a Kalashnikov a Kalashnikov when it doesn't look remotely like a Kalashnikov. Evidently the gun manufacturers feel the same way.
I'm aware of all that. But put it like this: I have a Bambetov SV that is only called a Bambetov SV because it uses the Bambetov SV as its base model (largely because of its relatively compact size). Every other part is lifted from another model - G44 muzzle, MRS barrel, UN-ARC stock, Fakel underbarrel and so on - so it's kind of hard to call it a Bambetov SV anymore. And when I've chosen every part to improve the performance of the gun, I can't imagine that manufacturers would be too happy with their product being dismantled, reassembled with the best parts from other manufacturers, and then passed off as their own product.As for customization, that exists in the real world too you know
No, I get that. The mechanics are in place for a good game, but they're so unbalanced that all games play out the same way, only ever using about 25% of what is actually available. There's no incentive to do anything but follow the path of least resistance simply because nobody else does it. There's none of the experimentation that is so rewarding in the main game.I just hate that this feels like such an incomplete experience.
So Big Boss forgot Russian? Strange, in MGS 3, he spoke it freely (and could interrogate anyone).