two things wrong with the bolded
The deployment mechanic in the AssCreed games actually first appeared in Brotherhood, a November 2010 game, and not Black Flag
Peace Walker had the same system that TPP uses regarding deployments and timers and such. When did that come out, you ask? Oh, April 2010.
The rest sound like gripes because the game wasn't what you thought it would be. This game was described as "Peace Walker done big" quite a bit before launch.
Last, here's the amount of people that at gunpoint obligated you to use the wormhole:
You can play this game anyway you like. Dont wish to fulton tanks? dont. Don't wish to fulton anyone not worth fultoning? Do what i did: bullet to the head, hide the body
cmon now, if you want that game you described then go play Blacklist instead. talk about having weird expectations. What you want is like a not-metal-gear
All right, point accepted re: Peace Walker. I bought and played it for a couple of hours, but barely remember any of it. I hated it to bits from the moment it started. Regarding the bolded, I thought that 'Peace Walker done big' was honestly trolls trying to make the game sound shit. Metal Gear Solid V: Ground Zeroes was the prologue to the entire game, and was nothing like Peace Walker. What was I going to believe, some people talking or the very prologue I played?
I wasn't obliged to use the wormhole, true. But I was, absolutely, obliged to use the fulton. The game is designed around building up your base and unlocking weapons. It's necessary. Many of the main and optional mission objectives are extractions. It's just part of the game. If you don't fulton people as you play, you're going to find out that you need to later when you want to develop a new weapon. Might as well get it over with at first, you know?
Also, I'm always going to play a game the way it expects me to. I have no interest in trying to arbitrarily gimp my own playstyle. That's why I enjoyed the way soldiers adjusted to your tactics in this game - THAT was the designers saying 'Hey, you've got options, you know? Try them.' And so I did.
As for 'What you want is not-metal-gear'. Peace Walker is this way. Every other numbered Metal Gear does not have fultoning, and plays the way I suggested with my changes. Believe me, what I wanted was very much Metal Gear.
I kind of see your point but the game lets you play it like Luigi or like Sam Fisher or like Agent 47. I've played the same mission in those 3 ways and each was pretty damn fun. You don't have extract a whole base every damn time, so I'm kinda missing your point..?
My point is that
a) The game is designed around that feature
b) You are essentially required to use that feature because you must level up your base and extractions are often objectices
c) Even when you don't HAVE to extract, the game encourages it and doesn't penalise it. You shouldn't have to gimp yourself to have fun.
I've said it before, but the gotta-catch-them-all Fulton mechanic hinders the gameplay in more ways than is immediately obvious.
Scouting for areas to hide bodies, like toilets and dumpsters, becomes largely irrelevant. You can disappear bodies into the abyss of the sky so making sure you know where you can hide them isn't real a concern. A consequence of this is that by not making note of hiding places you don't tend to incorporate them into infiltration strategies.
And lethality becomes even more of an uncomfortable option. It causes ridiculousness like being paranoid about executing an S-rank soldier, making going non-lethal feel like the right thing to do rather than just another option.
I think the game should have focused on gaining volunteers for Mother Base through your actions and removed Fultoning. You might rescue a person via helicopter and that causes you to get more volunteers, things like that. The Fulton metagame does nothing but hinder gameplay, IMO.
We're on the same page regarding this game.