5. If Outposts/Warehouses Will Return
2014 was the year Ubisoft's all-in-one design doc for their games started to become far too noticeable - everything from Assassin's Creed to Far Cry and even The Club had their "go to a marker and unlock the world" mechanic, not to mention in Unity specifically there were genuinely too many icons for collectibles, items and chests etc. to see the map without zooming in. Although this idea of having various outposts/encampments dotted all around is a stale one - when approached with the right mindset it's still fun and worthwhile; especially if the story allows for it to make sense. In Unity one of the best things Ubisoft implemented was modelling interiors for many of the houses - so why not treat slightly larger structures like mansions, stately homes etc. as miniature 'clear 'em out' style kill-a-thons? Outside of that there could be a specific target that you're going after, or a named character that resides within you're tasked with doing missions for without their entourage knowing. Capturing these targeted areas went down a treat in AC III, and although being set in London it obviously means there aren't going to be any campsites to plunder, tackling dynamically-activating mini-missions would be a great way to showcase some refined stealth gameplay - not to mention the grapple hook that could allow for plenty mobility and hide n' stab tactics.