then you are looking for an entire different game, this is a story of a man build an army, Its not the game's fault if you had your own set of imagination and expectations
You didn't read what I said correctly. I didn't have expectations other that it would be an expanded Ground Zeroes and a complete game... Since it's not, I wish it was an entirely different one.
Also, I'd much rather build an army via means other than Pokémon-ing hundreds of traitors.
You never had to micro manage the mother base, its never forced on you, all you had to do is Fulton or not Fulton solider.
lol, people are coming with incorrect facts and hyperbolic statements
Well, other than that one, huge plot point where you're expected to literally micro manage your Mother Base. That instance aside, most of the game's mechanics involve collecting more staff to unlock more functions, and the micro managing your staff to research more upgrades, and then micro managing your staff when your base is full and have to be resorted, and then personally ordering the expansion of the base, and then waiting real hours for those expansions to complete. Seriously, what is the XO of Diamond Dogs doing?
The consequences of that design are all throughout the world, too. Instead of a complex base to infiltrate (like in GZ, or any other entry of the series) with an overworld surrounding it (like what I expected as an open world sequel to GZ), we have a giant stomping ground for repeatable side ops and little outposts where the overarching theme is to scan every enemy and collect the high ranking ones. Behold, Big Boss, the Lord of Balloons, the Lord of Acquisition.
And that's not even touching on the fact that the Fulton balloon itself is an awful gameplay mechanic that removes all of the tension that made GZ great. Instead of legitimately rescuing a POW or extracting a POI while handicapping yourself during the escape, you simply affix a device that does the work for you... It's a step back.
And then the game requires resources for the development of anything interesting, personnel to commence any kind of development, and dozens of hours of research to obtain any kind of satisfying result... Yeah, I stand by what I said. The acquisition and management elements take up far too much of the game design, and are 100x more tedious than they should've been.