Okay, Duty it is then
Okay, Duty it is then
It'd be cool if what suit you were wearing affected how much you could carry more directly like that, rather than just weight and such. So like with Artifact space on your belt, but with ammo boxes instead.
Some mods do require you to load ammo into belt pouches if you want to reload. I kinda want a more in-depth suit customisation feature, but I'd be wary of making it too complicated.
For some reason, I can only imagine Mercs, Dutiers and Freedomers wearing vests like that.
Done streaming for today. Most notable moments: Actually sneaking past some dogs in Jupiter, yes, sneaking. Thorny's mod is broken. I also knifed a bunch of rats while blasting Guile's theme. Shit was so cash.
I think that a good mechanic would be that you reload slower if your character has to reach to the backpack for ammo instead of vest pouches and you could also upgrade some vests to have more mag pouches.
I posted about this in the last thread but :
Non-faction specific suits would consist of two "layers" :
*First is the camo / rubberized bodysuit
*Second, on top of that you can put combat vests, shoulder and kneepads and a helmet so that you can make different combinations
Considering they're supposed to be blind dogs, I always thought it should be eminently possible to sneak past them if one is very quiet and doesn't get spotted by pseudodogs.
Edited:
Isn't Thorny working on a mag system for Redux 2.0?
I wonder if he's also implementing the mag pouches idea that some of the more hardcore Russian mods have.
They can probably smell you from a distance.
Just paid 50K for some apparently amazing information that Snitch was offering.
After about an hour of running around the fucking Bar, I managed to luck-run in to the teleportation anomaly he was talking about. I ended up in the back of the bar, and there was nothing fucking there.
No special traders or funny shit. What the fuck man.
Not cool bro.
Quick question: do you have to go through the Red Forest to reach the Brain Scorcher and turn it off? Because that's what it looks like the map is telling me.
Technically you have two options:
1. follow the road, get irradiated, get shot by Monolith
2. stray into the forest, get irradiated, get mauled by mutants
In both cases you'll have to go West and eventually reach the path leading to the Scorcher. You'll know it when you see it.
If you don't have any grenades, I found it best to cause the entire fucking checkpoint to attack Cordon, and slowly murder them all over the course of a 45 minute gunfight. Then steal the RPG one of them is bound to have.
Use that RPG to destroy the sentry on the tower on the right, sneak around through the minefield and over the fence, and like solid snake corner-snipe the one just outisde the barracks, and then while taking cover beside the APC fill that partially invisible one on the roof with bullets, whilst constantly leaning back around the corner to prevent being shot in the face and dying instantly.
If you do have grenades, then just throw them wildly in the general direction of them.
Forest is easier than the road but you're gonna run into psydogs.
Right, okay. So I guess I won't do that right now.
That's fine, but they shouldn't be able to see me when i'm sufficiently far enough away from them.
But there is three of them covering the road and they have a much longer range than grenades, I do have an rpg with 2 rockets though
Yeah, but their smell is boosted even further because they're blind. This is even mentioned lore-wise.
If he does, then I hope that he can reach a good compromise between realism and playability. Most of us probably appreciate more survival-orientation in the S.T.A.L.K.E.R-mods but there needs to also be consideration on how well that will translate to the actual game.
For example, if the extra touches for "realism" mean that you'll be constantly romping through your inventory in combat / adding needless waiting, it might annoy more than immerse.
Yeah, I don't think even Dwarf Fortress will ever go to that much depth.
What makes you think they see you? It could be their improved sense of smell, or improved hearing.
Considering I can crouch-walk right behind one without it noticing, it's fairly obvious sight and hearing are the only senses coded for. Could just give it an auto-detect radius and call that smell, but that's just lazy and annoying. Too many factors to take into account with a non-shit implementation of smell. Wind direction, interfering scents, prioritisation of threats (is the dog going to notice the smell of a exosuited bloke in a puddle before the fat stinking boar charging around like it has ADHD?) and such.
Edited:
I wouldn't have thought it to be too hard. Imagine, if you will, that the player's scent is represented by a sphere of x radius when not moving and the wind is still. Wind and movement would defom that sphere to be shaped much like a comet. The tail of that comet would e.g. get extended when running against the wind, or rotated when running perpendicular to the wind and so on. Wind would simply be a weather variable of direction and speed that gradually or randomly changes as according to the weather. Would give a use for the random blowing leaf particle effect if it was affected by wind rather than always blowing towards the player's face (at least in SoC I remember it doing that)
Rain would globally reduce the base scent radius, while certain health factors (being wounded, getting burnt by a Burner etc.) would increase the radius for the affected.
The strength of the scent is basically the distance from source and affected by shape e.g. the scent remains strong for longer in the tail end. Certain mutants would be able to detect different strength of scents.
Faction relations would play into this in the sense that a bloodsucker's scent is prioritised by e.g. snorks and run away from rather than attacking the human who's currently being attacked by it and risk being the bloodsucker's second meal.
...
As a gameplay mechanic, to me at least it's far better than bullshit arbitrary insta-detection that a simple smell mechanic would be. It would mean that blind dogs aren't gimped by having only hearing to rely on, as well, and would e.g. make hiding while tending to one's wounds more tense if you knew a bloodsucker was on the prowl.
Edited:
I suppose I just long for a properly thought-out stealth mechanic in the STALKER series (or shooters in general), it's current state is depressing.
marked one what the hell is wrong with your face
I love the AWM in SGM, Since I got it everything has been one shot, one kill. But I also love sprinting into the Pripyat underground spraying my RPK and mowing everything down.
I have a feeling SGM is unbalanced![]()
Fucking Krugov.
He keeps bugging out when I'm trying to take him to Yantar, at first he froze in place, then unfroze after I reloaded the save.
He froze again at the tunnel, so I reloaded. He entered the tunnel, froze again, so I reloaded.
Now he keeps fucking walking to the left and right and weirdly navigating unto the same fucking burner anomaly repeatedly, dying instantly each time.
help :(
AMBUSH AMBUUUUUSSHHHHH. I save him every time for that line alone. What confuses me is that in most mods that make guns more effective his fellow scientists actually survive the shootout with the mercs, but they just crouch there, forever, and later disappear. It'd be cool if they'd help you escort him back, or maybe you get a better reward for the more guys you bring back. It'd add a little more urgency to the mission.
Clear Sky's Faction War mod sets the difficulty to fucking mission impossible holy shit.
does anyone have a save right after getting into the bar on ogse?
http://www.mediafire.com/?l1ky5h0u7sqhmmf
Pretty sure that was when I first go to the Bar, after I gave Barkeep the documents from the military base.
What, you think all that radiation didn't have any effects on him?
After CoP he turned into an actual chimp and got a sex change on a drunken bet
After about an hour and a half of quickloading/quicksaving, he finally got out of the tunnel, and let me talk to him.
After talking to him, I still have the "Talk to Krugov" objective, and if I try to talk to him again, the game crashes.
fuck
is it possible to have several companions in ogse?
I'm imagining Stoner Spike for the .MOV animations saying this because of your avatar.
im here 2 holler 4 my new bro for giving me clear sky for 50% off
holla
How the hell do you even get any companions? Whenever I ask someone if they want to join me, they say they're too scared. I'm not that scary, am I?
Guys?
What determines your rank/experience level in OGSE anyway? I've made it to yanar and I'm still a rookie I think. Is it main story progress or just doing any missions?
people you kill
how many times you are raped by mutants.
Is that the original text? Looks like there's 4-5 letters that didn't show up
I've been playing OGSE, and I'm doing better at surviving by ignoring even simple missions.
I don't even have a knife because I ran my ass out of Cordon the second Sid opened the door.
Played SGM 2.1 for awhile. And was messing about in Agroprom and Dark Valley.
1) WHY THE HELL are there so many Mercs in Agro? :O Love the models though.
2) WHY THE HELL are all Renegades Immortal? I unloaded around 20 .50BMG rounds, along with about 15 Gauss rounds. and 200 7.62x51 AP rounds. All the aforementioned at distance and pointblank. IE Barrel in face range. What's up with that?
Look on the bright side! They could have been Alpha Squads.
I thought they were alpha squads at first![]()