About: Revenge System (enemy preparedness)   Sponge Permalink

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The revenge system is used in Metal Gear Solid V: The Phantom Pain as a game mechanic that adjusts difficulty based on various aspects of the player's methods of infiltrating outposts. When the level of a revenge category is increased it increases difficulty by adding better gear to a certain percentage of spawned AI. Some common examples of this include soldiers wearing helmets if the player has been neutralizing them through headshots and wearing night-vision goggles if the player has been repeatedly caught infiltrating at night, multiple sorties in a row.

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  • Revenge System (enemy preparedness)
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  • The revenge system is used in Metal Gear Solid V: The Phantom Pain as a game mechanic that adjusts difficulty based on various aspects of the player's methods of infiltrating outposts. When the level of a revenge category is increased it increases difficulty by adding better gear to a certain percentage of spawned AI. Some common examples of this include soldiers wearing helmets if the player has been neutralizing them through headshots and wearing night-vision goggles if the player has been repeatedly caught infiltrating at night, multiple sorties in a row.
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abstract
  • The revenge system is used in Metal Gear Solid V: The Phantom Pain as a game mechanic that adjusts difficulty based on various aspects of the player's methods of infiltrating outposts. When the level of a revenge category is increased it increases difficulty by adding better gear to a certain percentage of spawned AI. Some common examples of this include soldiers wearing helmets if the player has been neutralizing them through headshots and wearing night-vision goggles if the player has been repeatedly caught infiltrating at night, multiple sorties in a row. Levels of revenge categories can be decreased by completing a mission without doing anything that would increase the levels; a common method of this being completing a mission while wearing the chicken hat or by doing a mission during the day without eliminating guards. As exceptions to this rule, the enemy's response to player actions taken during stealth and combat alerts will always be high in one category and low in the other, or if the player stops eliminating guards then levels of both categories will reach level 2 or below after several missions. The player can intentionally raise the enemy preparedness in most categories by deploying to free roam and hitting enough triggers to go up one rank since free roam does not have point decay on returning to the ACC; though free roam actions do not affect covert action and combat preparedness.
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