Make it kill 47 regardless where he is if the game is pirated.
Can we give RĂĄmon his grape knife so he can go pick 3 Malbec grapes of Chef Winemaker? We are already able to do that with technician on Ambrose Island, why not him?
Iâd like to see a few things related to weapons for the next Hitman game.
One, get rid of (or better implement) the damage drop-off with range feature. At the ranges most shooting/combat happens in the Hitman games, performance shouldnât drop off that much. Except for shotguns, but thatâs more accuracy than stopping power/lethality.
Two, get rid of the hazy/cloudy effect that some sniper scopes have. IMO, itâs an annoying feature that restricts their usefulness indoors or in poor light, especially on 144hz monitors without messing with the monitor settings or downloading a lighting mod.
Three, make assault rifles and SMGs select fire like in real life. If some indie games can implement this, why canât/shouldnât IO be able to for the Hitman games?
Four, this seemed to be a feature they wanted to include, but didnâtâweapon customization. In an article called The Art of Hitman, it shows various firearms being able to be customized. I know that itâs concept art, but it shows that IO considered it possibly.
Fiveâa bigger variety of some weapons. Kind of goes along with the above, but Iâd like to see, for example, stuff like a magnum revolver, simple revolver, pocket pistol, a few types of SMGs (MP5-type, MP7 or P90-type, Uzi-type, etc). Also some assault rifles (AR-15/HK416 type, SCAR/HK433/CZ Bren 2-type, a bullpup, and AK-type), one or two 7.62mm battle rifles (AR-10/HK417 or SCAR-type rifles). Some semi-auto DMR/sniper rifles (M110A1/G28, SCAR H-PR). Maybe even some heavy caliber .338 or .50 snipers. And one or two âjokeâ weapons (handled by the Striker in WOA).
Granted, it sounds like Iâm wanting Hitman to become a firearms collector or shooter game, but IMO I at least need something to do after beating the game a few times to keep it sort of fresh as far as taking out targets and other evil doers.
Lighter
Freelancer tool
2 slots
Thrown item
Does not pacify when thrown at a target
Does not break
Will ignite fire sources
Can be re-used if you retrieve it
This is mainly for when you have the âperfect shooterâ challenge while also having âfire canister killâ or âkill target with fireâ and they are not a smoker. A zippo lighter is just a very logical tool to bring along. I however thought it would be TOO useful if it was a 1 slot item, it should at least be a 2 slot item such as the Micro Tazer items that share a similar purpose in the game. I however think it should still be distinguished from the remote/proximity tazer items to change the playstyle a little, and I think making it a tiny thrown item you might easily lose track of if youâre not careful is a good way of doing that.
I also sorta wish this was an unlockable item for the main game as well, but mainly I just want it for freelancer where it would be a very good item for the eco crime syndicate.
It would be nice if some of the new starting points from Freelancer were added to regular maps, especially for Berlin and Dubai.
I like playing SASO whenever possible, or at least start and leave in my starting suit. Berlin has a particularly nasty starting point that requires plenty of running just to get into the actual map and the only other suit-start options either have even more running through the forest or force an (imo ugly) outfit and an empty firearm slot.
Having a Dubai start at the bar thatâs right next to the art installation and not too far from helipad is also greatly convenient. Not to mention the one that puts you straight next to penthouse reception.
The new Mendoza right next to winery and cinema is also neat.
Dartmoorâs balcony start feels even too good, with how it has Alexa walk into the office right after mission start and an easily lurable bodyguard with a nearby box.
They could even add new single challenges to unlock each of the new starting locations. Something I always found weird is that Sapienza and Marrakesh both had a starting location that was unlocked from a challenge, but then that unlock method was never used again in the trilogy. You could say Deterministic Mode in the Dartmoor Garden Show was technically a starting location unlocked from a challenge, but thatâs more of a gameplay modifier and you start at the same point on the map.
Reading @Adil15101 and @BluntsNBeatz talk about exits made me wish every level had one, and only one, free vehicle exit. Whatever vehicle 47 took to get there so usually a car I guess. Then as many other exits as the designers want but they would require a key or some other thing. Obviously totally indoor levels like sky scrapers need to be different but I have often found it odd that some levels have a car 47 knows heâs can steal (or maybe that white car in sapieza is his?) and others donât. Next game maybe.
In the case of Bangkok, I think 47 arrives via a gondola or something that is part of the hotelâs taxi service, and thatâs why itâs not an available option for a quick getaway. In the default start, you donât start near the exit boat, you start on another pier. I donât think 47 owns the boats there, and on leaving heâd rather steal a speedboat than wait until the hotelâs taxi service is next available. Iâd guess the Himmapan only allows certain VIP guests a space to dock their own transportation by the hotel.
For some reason though all the other maps where 47 arrives (and can leave) via public transport allow you to exit there by just hitting a prompt, whereafter 47 presumably sits and waits for the bus or whatever to arrive, and any chaos or time-sensitive issues beforehand somehow become irrelevant. Either that or the timing with the arrival of the transport always somehow works out perfectly.
With all that said, for Bangkok I have always thought that the bed in 47âs suite would be a great exit. Why leave right away when you can return to your suite and rest until check out time, pretending to be just an ordinary guest. Makes just as much sense as any other exit where 47 would presumably have to wait before leaving. Balance-wise, it also requires accessing the suite using a keycard or climbing from a restricted area, and if the devs were feeling extra pedantic, it could require actually being in suit to use (that extra complication would likely make it not that useful, but still better than nothing).
I think the reason why it doesnât exist is because it defies the logic of âexitingâ a mission, and with 47âs background he has no reason to stick around and âblending inâ to avoid suspicion as he doesnât have any kind of ânormal lifeâ to return to or cover to maintain with the false identity. In fact, sticking around would cause more suspicion because of how thin his cover identity usually is, better to get out of dodge before authorities show up and have them question a suspicious false identity on a sheet of paper, rather than giving them the possibility to tie a face to the name or get yourself witnesses, photographed, or recorded by being close to the crime scene by proxy.
Even if this was an exit it wouldnât be available in mastery difficulty.
I donât mind the cosmetic packs we got with the Freelancer pack, but they really werenât that enticing to me. So I thought about what kind of pack I WOULD gladly pay money for, and I drew this
I tried to keep the items pretty simple, but let me detail them a little bit.
Tactical Gorilla
I love funny suit unlocks in Hitman. I think a Gorilla suit would be ridiculous but it would also be the kind of dumb stunt that most people would just look the other way at in real life. My first design for this gorilla suit was without a mask like the Flamingo suit, however looking at other suits in the game such as The Arkian Tuxedo I realized that there is no greater requirement for 47âs face to be visible and almost all commercial available gorilla suits include masks. The name is a pun on âTactical Guerillaâ.
Remote Explosive Novelty Phone
Works the exact same way as the regular remote explosive phone, except it plays a midi version of Raffiâs Bananaphone. This design is my original but it is inspired by the actual banana phones that existed in the 90âs and early 2000.
Modified M1 Carbine
This is the rifle that is used by the protagonist in the 1968 Planet of the Apes movie. I donât know much about guns, but I thought this would be a fun and fitting unlock. If you were to have any licensing issues, perhaps just do a regular M1 Carbine, or one modified in a similar but legally distinct manner.
Master of Fire Matchbox
This is an item Iâve wanted in Freelancer, itâs a match box with 3 uses.
This item works like the Torch item on levels like Ambrose Island, except it can not be locked onto a target and will always be casually lobbed. I also think that this item is consumed every time you put it back in your inventory, the same way the torch loses its fire when you put it away. It should cost 1 item slot in freelancer as it is an extremely situational item, and it logically would not weigh a lot. It is heavily inspired by the 1986 movie âLinkâ about a murderous chimpanzee, the Matchbox is similar to the one used on one of the posters though I added a Fire logo to it.
The Dirty Ape Proximity Flash Device
There is currently no Proximity Flash device in the game and I can kind of see why, it would inherently be more situational and less useful than the remote triggered Flash device. Which is why this item has a unique feature: It is reuse-able after activating, but it becomes an illegal item. You could potentially use this item to flash multiple targets, BUT you will have to find a way to retrieve it as guards and NPC will consider it an illegal weapon after it has been activated. Normal flash devices cost 2 slots, this item should cost 3 because it is bigger and re-usable. The toy would have its trench-coat closed when placed, and opened after activating. The design is a combination of the classic cymbal monkey and novelty motion activated adult prank toys. I think people would love how tongue-in-cheek a flashing device disguise as a flashing toy would be, and I think making it a retrievable illegal item would add a fun challenge to using it.
If you donât want to make it a pack, feel free to use any of these item ideas individually.
Here are some suggestions for other things to put in the pack, should you want to make it one.
Vann Peltâs modified Winchester 1901 Shotgun
I considered drawing this in my back but Iâm unsure how well it would fit or the copyright, still its something to consider.
Outdoor Garden decoration: 3 Wise Monkeys
Thereâs an infinite number of variation of this design, and I imagine 47 would appreciate its teachings.
Indoor Artwork: The Comedian by Maurizio Cattelan
Maybe 47 appreciates modern art, a lot of people do not.
Indoor Artwork: Ecce Homo (Behold the Man) by MartĂnez and GimĂ©nez
The very famous failed restoration work of the classical Ecce Homo, also nicknamed âMonkey Jesusâ. Perhaps 47 felt it a waste seeing this classical piece being forgotten in some old German basement.
Indoor Artwork: Number 37 by Ivan the Gorilla
One of the many art pieces drawn by Ivan the Gorilla, though you might have to obtain the rights by the Ivan Foundation if you want to use this.
I love your ideas, just wanted to point out that there is a proximy flash in the game: The Roar Flash Grenade. Though given how many duplicates of items there are they could always add another!
Oh yeah I forgot about the seven deadly sins pack, I would still like to get my hands on the crossbow and bubblegum item in that pack some day.
Nice monkey suit, 47. Time for some badass gorilla warfare.
I donât know how I made that typo, I was wide awake when I posted it.
On the topic of wishlist, Freelancer has made me want them to bring back the game remembering the âshow all/completed/uncompleted challengesâ filter even more. On Freelancer Iâve checked the challenge progression a lot more often
Add a cameo of Andrea Martinez as a child to the Chile mission in Blood Money. Either in a cutscene or a photograph, just not as an in-game NPC for obvious reasons.
For the next Hitman, things Iâd change or develop from WOA are better weapon sounds. A bit nitpicky, but thereâs plenty of even YouTube videos where you can get decent firearm sounds.
Now, the big ones Iâd like to see. No more bullet drop off like implemented in the WOA. Iâd like to see a return to either Silent Assassin or Contracts weapon damage RNG, or maybe do like Sniper Elite has done where certain weapons can kill or incapacitate with a set number of body shots or instant kill if you hit a vital.
Speaking of Sniper Elite, or going back to the old Art of Hitman article, bring back the proposed weapon and gear customization that got dropped during the development of Hitman 2016. And maybe add more weapon viability for say rifles/assault rifles and SMGs. Let players, especially since this is an open world series, find their niche and experiment.
Why not to group special escalation missions into a unique campaigne, like âSeven Deadly Sinsâ? I mean a campaign with those escalations having unique targets, more similar to missions: Dartmoor Garden Show, The Mills Reverie, Berlin Eggs Hunt, The Halliwell Fable (Iâd consider also The Lee Hong Derivation)
Here is my wishlist for the next year in Hitman. I know that some wishes will never occur
Maybe
- Integration of freelancer-exclusive items in the main game (like the micro proximity taser, or the canisters) with new challenges in the main missions.
- Inclusion of Ambrose Island mission in the campaign tab. Either included directly in H2/H3 tab, or inside the Special Assignment/Bonus Mission tab.
It would be good if this mission is included directly in the story. That way, players can play the whole story, from Arrival to CM (AI inlcuded).
(Very) Small possibility
- If new levels are integrated in Freelancer mode, these new levels above 100 should require less amount of XP than previous ones (something like 30,000 XP max) - To avoid grinding.
- Release of ET missions individually with free loadout. Currently, the only way to replay ET missions is ET arcade mode. If you want to play a specific mission, you need to beat previous levels sometimes, and once it is over, you must repeat the same process. And some arcades have a restricted loadout requirementâŠ
A new tab with the selection of individual ET missions would be great! With free loadout (like regular ET missions). I can even accept if IOI releases them as paid DLC. - The possibility to play The Drop freely, in order to play the different related mission stories.
- Return of legacy Hitman 1 escalations in Hitman 3 game.
- New items unlocks: antique sedative syringe, outstanding coin, proximity sedative gas that are present in the files but not available.
- Integration of the CCTV system (from Freelancer) in the main mission of Dartmoor. Or included on master difficulty.
Donât even dream
- Mastery system for the ICA Facility. Something like a 5-level mastery (like HB or CM) with some unlocks like lockpick, or the ICA Facility suit. Just to be consistent with the other maps and levels.
- Free loadout for ICA Facility missions (Freeform training and Final test).
- Return of the Undying ET. The mission was so interesting with the different mission stories. Would be great to repeat them.
- Inclusion of mission-related suits to the mastery levels. Reaching mastery-level 20 on Paris would unlock the Tuxedo with gloves variants (or the classic Tuxedo), in order to be consistent with the H3 mastery levels (where final level 20 unlocks the gloved suit).
- Reintegration of ICA Electrocution phone (even though itâs no longer a SA kill). IOI did change the rule about the Molotov cocktail. Can be the case with the electrical phone?
In my opinion, your use of it would have to meet certain conditions to earn SA, such as when the target is walking or standing in a puddle. But you can literally do the same exact thing with the Remote EMP⊠In fact, we really donât even need the phone (especially if itâs not going to retain SA -assuming their body is found). The EMP can even ignite leaking propane and gas tanks, and oil/gas puddles too.
The Electrocution Phone could (potentially) do these things too. I honestly donât recall if it could (past tense) since it did guarantee an electrocution kill by itself. The EMP doesnât guarantee a kill when used. So that could be the trade-off between the two.