Ghost Recon: Breakpoint combines tactics and loot shooters, so why not also role-playing? Our author Maik has devised a role assignment with his team and has had a lot of fun doing it.
The tactical shooter Ghost Recon: Breakpoint has faced a lot of criticism. Ubisoft itself has already admitted to some errors and promised to continue supporting the title despite poor numbers and believes in its success.
I also think that the title should be monitored further, as I find the beautiful open world inviting and successful, and Ghost Recon Breakpoint is supposed to be developed further for a while. Especially in a team, exploration is already fun.
However, the game is too easy in some places and does not consistently require tactical action to achieve its goals. This does not fit at all with the expectations I have for a Ghost Recon.
With a few mental tricks, my group and I have approached the game like a role-playing game and had a lot of fun clearing bases and teamwork.
Breakpoint becomes a role-playing game with its own rules
The game offers everything a good role-playing game needs – leveling system, quests, loot, an awesome trailer, large open world, but no real roles.
The classes in the game influence gameplay only slightly and allow for many play styles. However, with a few self-imposed restrictions, one can increase the importance of the individual roles in a team.
Currently, the enemy AI makes it a bit too easy for us Ghosts. If you are discovered in a base, it is usually enough to hold your current position, and the enemies gradually run into the line of fire.
With the role assignments, the difficulty level and the required teamwork increase enormously, but the gameplay improves significantly for me.
These are the restrictions:
- Retreat when discovered
- Restricted mini-map and markings
- Fixed access to weapon classes
- No recon drones
- Only one primary weapon and a sidearm
- Use of gadgets restricted by roles
- Use of class techniques is prohibited
- Standard equipment of the classes consists of fragmentation grenades, flashbangs/distraction devices, field bottles, and binoculars
- Players may ping points for orientation
- Only first aid kits are available for healing
- Sniper/precision rifles only permitted for the sniper
- No vehicles allowed
Individual rules can be lifted by the roles so that, for example, the sniper may use a reconnaissance drone.
At the start of the game, the division is established. The four roles are suitable for a full squad, and each is responsible for adhering to their role play.
The rules should be clearly established beforehand to avoid misunderstandings. In addition to the restrictions above, the devised classes will then have their own specifications.
The 4 roles in detail:
- Sniper
- Weapon classes: Snipers only
- Gadgets: Can use sensor grenades and reconnaissance drones
- Recon: Mini-map without enemy clouds, can mark enemies and use reconnaissance drones
- Other: May use the panther class ability
- Task: Is the scout and reports enemy positions, takes care of snipers and team planning.
- Recommended class: Panther
- Infiltrator
- Weapon classes: Free choice
- Gadgets: May select a gadget from the engineer in addition to standard gadgets
- Recon: No mini-map, no enemy markings
- Other: May use the panther class’s camouflage spray
- Task: Responsible for the advance into the base, sabotages the power generator
- Recommended class: Panther
- Engineer
- Weapon class: Free choice
- Gadgets: Can use all gadgets
- Recon: No mini-map, no enemy markings
- Other: Due to his full backpack, this class cannot run
- Task: Responsible for heavy equipment and engages in combat when necessary.
- Recommended class: Assault soldier
- Medic
- Weapon class: Free choice
- Gadgets: May use syringes and the medic box to heal others
- Recon: No mini-map, no enemy markings
- Task: Stands between the infiltrator and engineer and is responsible for healing and retreating if the team is discovered.
- Recommended class: Medic
HUD is almost completely deactivated
The mini-map and enemy markings should be completely deactivated. In the menu under the “Interface” tab, you will find the second point “View Template” under “General” – here switch to “No HUD”.
However, it has been shown that determining one’s position and indicating certain points can be somewhat difficult. Therefore, the recommendation: Set the HUD markings “Communication” to Dynamic so you can still ping yourself or certain points.
The idea behind this is that the scout passes the marked enemies to his team while trying to keep an eye on the entire operational area.
Some items are a little too strong
With the setup of the team, you should also consider which items do not fit into the loadout.
Consider which items might not fit into the tactic and leave those out completely. In the end, you decide which gadgets to use and how best to clear the base.
Thus, the simultaneous fire drone is a really powerful weapon, but for tactical use, it is quite overpowered.
Role-playing ends with your imagination
This role-playing game can be taken even further. A team that starts the game together can set guidelines in the skill tree and lock certain perks for the roles.
At the beginning, players only have one weapon, and so far it is not possible to drop the secondary weapon. However, if no second weapon is equipped at the start, only the one primary weapon will be available for that time.
Even your own quests can be created and missions thought up for sought-after blueprints. Set goals to be completed along the way, finish a stronghold within a certain time, or go straight for the final boss.
Set a goal and GO! We usually planned a route on the map and went through the strongholds one by one. This way, I saw a lot of the game and still progressed well, especially when the target stronghold also solved a main mission at the same time.
If you want to try this with roles, don’t give up after the first chaos and try again. If you manage to clear an entire base without alarm together, it really is a special feeling!
What do you think of the current Breakpoint? Do you think the game is more fun with a role assignment?






