Suggestions Thread

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Mr. Bean
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Re: Suggestions Thread

Postby Mr. Bean » 02 Nov 2016, 14:41

I really like how you have worked in settling in version 1.4. I've got a couple of questions about the settlement. Here are a few of them:

1. I can meet someone in the Laundromat in Pripyat? (Http://stalker.wikia.com/wiki/Laundromat) I think it is very suitable as a base for loners (as in CoP). At the moment, very empty.
There might be a good camp for stalkers.

http://imgur.com/a/uviOM (where you have to sit mechanic and medic (trader))
http://imgur.com/a/rXZuc (where you have to sit the usual stalkers)

2. Almost every faction base has bars, but no one was there. It would be great if it was returned to the bartenders and parishioners. This would add atmosphere to the gatherings in the bar with his faction.
http://imgur.com/a/0Xkhj (Bar in Garbage)
http://imgur.com/a/CM1ZH (Bar in Marshes)
http://imgur.com/a/y42XQ (Bar in Agroprom)

3. Stalkers of Freedom on its base will never sit around campfires. It is very strange. You can add them this opportunity at Army Warehouses.
http://imgur.com/a/i0a4k

Sorry that I demand too much. You did a great job on a patch 1.4. and error correction. Your fashion is the best! Sorry for my English.

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Alundaio
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Re: Suggestions Thread

Postby Alundaio » 16 Nov 2016, 02:27

GC_dzbanek 12hours ago
I'd like to ask the creators as well as community abou possible tweaks for faction bases, and my propositions for these:
1. Yanov becoming Loners base, moving Freedom base to Ranger Station in Zaton
2. Changing Agroprom Instutute to be Duty base instead of Military (btw I think it would be cool for Loners in agroprom, since they are neutral with Duty)
3. Making Outskirts Hideout (laundromat) proper base for either Loners or Duty (with trader/mechanic/both)
4. Moving Bandits base in Dead City to School (so that neither Bandits nor Mercs will have to shoot each other right from their main base)
What do You think about these points?

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:Jack
:Jack 11hours ago
I agree that most of those places have some serious problems.

1. Yanov station should be loner. Yanov over all should be a bit more populated I guess. Bandits could have a hideout in Jack's base, for example. Duty should definetely have some base in Zaton or Yanov for sure.

2. It wouldnt have much sense to have duty holding two mayor outpost one map apart from each other (rostok - agroprom). Loner-Military bases dont have a direct line of sight anyways, so no problem there.

3. This is a must for sure. Outskirts is completely empty and pointless. Laudromat should be a military/loner base, and some faction (i.e ecolog/mercs) should hold another building there. If the point is to make the Outskirts feel dead and dangerous, maybe bases arent a good idea, but some kind of forward outpost with some stalkers (no trader/mech/etc)

4. This is the point I agree the most. Dead City is an open battlefield, it doesnt even make sense. Every time I visit the place, bandits and mercs are openly shooting at each other non-stop. I had a mission to fetch some stupid thing from the City as a bandit and ended killing the whole merc faction leadership...
"I have a dream that one day this community will rise up and live out the true meaning of its creed: "We hold these truths to be self-evident; that all mods are created equal."

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Re: Suggestions Thread

Postby xenomorf » 17 Nov 2016, 13:29

Alundaio wrote:
GC_dzbanek 12hours ago
I'd like to ask the creators as well as community abou possible tweaks for faction bases, and my propositions for these:
1. Yanov becoming Loners base, moving Freedom base to Ranger Station in Zaton
2. Changing Agroprom Instutute to be Duty base instead of Military (btw I think it would be cool for Loners in agroprom, since they are neutral with Duty)
3. Making Outskirts Hideout (laundromat) proper base for either Loners or Duty (with trader/mechanic/both)
4. Moving Bandits base in Dead City to School (so that neither Bandits nor Mercs will have to shoot each other right from their main base)
What do You think about these points?

ReplyDeleteGood karmaBad karma+1 vote
:Jack
:Jack 11hours ago
I agree that most of those places have some serious problems.

1. Yanov station should be loner. Yanov over all should be a bit more populated I guess. Bandits could have a hideout in Jack's base, for example. Duty should definetely have some base in Zaton or Yanov for sure.

2. It wouldnt have much sense to have duty holding two mayor outpost one map apart from each other (rostok - agroprom). Loner-Military bases dont have a direct line of sight anyways, so no problem there.

3. This is a must for sure. Outskirts is completely empty and pointless. Laudromat should be a military/loner base, and some faction (i.e ecolog/mercs) should hold another building there. If the point is to make the Outskirts feel dead and dangerous, maybe bases arent a good idea, but some kind of forward outpost with some stalkers (no trader/mech/etc)

4. This is the point I agree the most. Dead City is an open battlefield, it doesnt even make sense. Every time I visit the place, bandits and mercs are openly shooting at each other non-stop. I had a mission to fetch some stupid thing from the City as a bandit and ended killing the whole merc faction leadership...


About that...
I posted my setup in comments, but in case, repost comment also here:

If someone wants, this is my simulation_object_props, it goes to gamedata/configs/misc. You can compare my file with vanilla by using WinMerge and see the changes. Mainly prevents situations like Duty spawning out of nowhere in the middle of Freedom base, also squads are slightly more likely to visits major bases, so for most of the time someone should be there now(maybe not always, because CoC world is living and dynamic, stalkers may want go hunt some artifacts from time to time, right? :P) . I don't know if devs will implement any of these changes(feel free, if so), but you always can adjust many things to your liking, that's the real beauty of all this :D


mega link

I made some minor spawn-related adjustments(configs/scripts/smart) as well, like lowered some ridiculously big Mercs spawn in Limansk(about 10 if i remember), or slightly increased Duty and Freedom spawn in their main bases(factions like Loners or Bandits have many spawn points around the Zone, while they respawn mainly in their headquarters, so might be too few of them.
I'm aware that it's subjective matter, but i can share my configuration if needed.

EDIT:
By the way, can be done that if not playing in story mode, respawn on northern levels will be like after disabling Brain Scorcher etc...?

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Re: Suggestions Thread

Postby Azaxrey » 19 Dec 2016, 20:01

Hello i have an idea. Psi-storms really one of most wierd things is modding , realization is awful etc . Is it possible for CoC replace psi storms by quick psi emissions like in Oblivion lost on Yantar location .

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Alundaio
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Re: Suggestions Thread

Postby Alundaio » 20 Dec 2016, 12:47

S.T.A.L.K.E.R. Call of Chernobyl
=================================

New Features Concept
--------------------

By my lacking knowledge of modding in xray I'll try that these new features will appear ranking from less to more work required to implement them in this engine. Most of the features comes from the mindset of thinking about what
kind of economy and interactions would grow in a environment like The Zone, what would motivate the people who enter there? What I'd like to convey to the devs is a mindset more than suggestions, to start a train of thought, a
way of viewing the game that gives more ideas like these next I'm going to suggest so I hope Alun and the others catch my drift and come up with many more greater ideas in the future for Coc:

- The first and most urgent new feature, in my opinion, should be that, instead of working on making levels bigger like the new Dark Valley, with little work the devs could fuse two or more SoC era levels into one big level
(zaton
like size or even bigger) that every pc nowadays should be able to handle with the new engine (even a potato pc). I remember other mods for CoP have done this (like fusing Rostok with Wild Territory).

- For the next feature I think about what would any stalker want when entering the Zone to make their fortune? To have the least problems (shootings) and the maximum profit (ease of mission management and ease of smuggling and
selling their found goods and artifacts).
Then why every stalker has a PDA and they only use it to check the map, encyclopedia and their ranking? Why not to use the PDA to contact a stalker or mission giver remotely? It should be the first thing people use their
PDAs and mobile phones anyways. The devs can add realism if they want restricting the gsm coverage only in certain places who have antennaes for local comms in the zone like the 300rads bar or faction HQs. And like mobile phones
stalkers offering a mission could send a mass sms to every stalker in their area of interest with what they want and the reward for a fee (more use for CoC's news network).

- Also the same way let's say Duty's Gen. Petrenko want you to kill a stalker from a faction you're allied with but you don't want the reputation hit. It would be easy to implement the feature of subcontracting someone of a
rival faction to kill the target for you, with the additional feature of haggling a price for the subcontract. Careful choosing of the subcontracted stalker would be required since if he fails his mission and he doesn't die
there's a possibility he tells the target who hired him hurting your reputation. So you must check the skill and reputation of the stalker you subcontract every time. Yes, reputation, a bad reputation could mean that there
could be a possibility that the people you hired contact the target instead of killing him and negotiates a price for revealing their employer. Would be cool to see a bounty hunt turned on you because the target paid more than
you to your thug. The price negotiation could be very interesting in that regard since you should measure all these factors in. Sometimes you have to pay less than what you're paid for a mission, sometimes more than what you're
paid, but you'd be more interested in raising the reputation with Duty or the faction that gave you the mission than earning RUs.

- Speaking of RUs I've never seen the meaning of using roubles in game, Ukraine uses Euros and you're lucky in game if you reach more than 1 million RUs before finishing the story. IIRC 64 RU is 1 € so you risk you neck several
times throughout the game, waste time hauling and selling goods, eating irradiated food, roasting your ass in anomalies and living in celibacy (maybe boning a Bloodsucker or two if you joined Freedom), no girls in The Zone yet :)
For what? 160k EU more or less?!? Geezus the exchange rate of RUs in the world of stalker must be very different from ours :D

- Another nice feature that would add more meaning to earning reputation with a faction is the restriction of high tier gear by their traders and/or more complex and profitable missions for them. Now the gear that faction traders
offer is random, sometimes they offer exos, another may only have basic gear so you only have to save and reload to get the equipment you want. I prefer a rep based trader inventory or if exos are offered, their chance of
appearing in inventory should be low and their price ridiculously high. Also offer the option of ordering gear of rival factions to traders allied with your rival faction for double or triple the normal price. For example a loner
ordering a Bulat Military armor to a Duty trader. The concept is thinking about what would most people living in the Zone would behave and think: "This is the jungle and I only help my brothers in faction, the most important
thing here is money and if you're not one of us you're a nobody and I'll rip you off all your money if I can".

- For the smuggling of goods and artifacts the next idea is that the first enterpreneurs like Sidorovich would set up a bank for stalkers after making their first fortune. What kind of bank? Well is a little different from normal
banks. This one would be composed of a common vault for each stalker that could be accessed from any faction HQ with (unnoficial) ties to Sidorovich and since money corrupts, that means everyone except (maybe Monolith), although
there must be some way they supply themselves. If their only resource would be the equipment converted stalkers had before joining the Monolith ranks and the weapons and goods stolen in raids, Monolith would be a very weak
faction.
The concept of a hidden hand supplying and profiting from the conflict between Monolith and the rest of the factions would be a pretty interesting one in terms of the game's lore. Could be that Sidorovich is not as honest as it
seems? Could that be a local bandit Kingpin that is more powerful and well connected than it seems?
A vault per se that can be accessed from any HQ seems cheaty so how can you access items you stored in Cordon from Jupiter for example? Here comes the next feature.

- Courier service. One need that every stalker has and that would make the weight management more meaningful is the careful planning of your equipment and the distance you have to travel to recover your precious SVD since you are
going to enter Limansk or any wide open area and want to change your loadout to a sniper. But you have to travel all the way back to Cordon, what a pain in the ass. Sidorovich, as the witty weasel he is, has seen a profit
potential from this need and subcontract stalkers to act as couriers and bodyguards. Let say you order your SVD by PDA from a nearby HQ, then Sidorovich would ask how many escorts you would want for your courier (or couriers
depending on the amount of cargo) and then he would give the cost of the insurance in terms of the value of the cargo and the total cost of hiring the courier and the escorts, plus old Sido's fee. :)
Why an insurance and bodyguards? Well a courier is a juicy target and Bandit or Monolith would be glad to take that cargo for themselves (even a corrupt groups of stalkers who see an opportunity). From time to time you would see
a detachment of courier mercs or loners who are in the process of making a delivery so the option of raiding them would be yours to make after considering the reputation hit.

- The devs could even expand on the reputation bit and make harder and more expensive to access these kind of services (vault and courier) the more your reputation worsen even barring you from using it if your rep is bad enough
having to resort to access your goods the old way. Again a overhaul of the written dialogues to reflect how people treat you in general based on your reputation would add a lot on top of barring a low rep player from using all
these services that makes stalkers' lives easier.
It would add a lot of meaning to building your rep to really punish a bad one, for example not being able to repair, buy or sell goods and having to resort to scavenged goods and repairing with kits found in stashes. Imagine
having to store a good gun somewhere waiting to find a stashed kit to repair it and having to resort to a decent scavenged AK meanwhile. Imo this is a feature hardcore players would enjoy.

- A personal vault. The option of buying your own room for displaying your collection of weapons, armor, supplies, artifacts and mutant trophies. Not as complex as Skyrim's Hearthfire but a room could be used and tweaked like the
one on the back of the 300rads bar. I guess the same as the frozen mutant actors were spawned in the Agroprom Military's Zoo, human actors with a blank texture can be spawned as mannequins to display your armors and weapons. I
don't know if with artifacts would be possible but I've seen in other mods that they can be permanently spawned near anomalies so maybe it would be possible to freeze them in a display case of some sort.

- This next one would add a purpose imo for having tons of money, not only for buying every item the game has to offer. When you reach a money threshold Sido and Barman would start to treat you differently and offering you the
option of entering in profitable smuggling operations. For example, having to put 500k in a pool several biz partners to help bribe the Military in order to transport a shipment of artifacts from the bowels of CNPP to the Cordon
Military outpost or the Yantar or Jupiter Ecolog bunker. The type of mission and location would be randomly generated and varying in investment and profit depending on difficulty. In this particular example you would be required
to escort a detachment of couriers transporting the goods and you would be harrased by Monolith or enemy factions depending on your location. You could hire more escort to help you before and along the way, if you find allies
that is, all for a fee. The final profit would be affected by how many couriers died while on their way and a cool final for the mission could be watching a helo land on top of the Ecolog bunker but I doubt it can be possible in
xray. The option for this feature are enormous as the variety of missions possible, but a careful balance of the economy of those mission would be neccesary. It could end in disaster and making a huge dent in your savings or
making you double them if the mission is rare and difficult enough. The fact here and with the last features is making the economy more meaningful and giving a purpose for saving money and more late game variety. What I enjoy of
stalker is the progression of the economy, starting with a rusty pistol and working your way up to the best gear but after you achieve that the game gets dull and repetitive so these features I'm trying to avoid that and give
players a purpose beside aquiring gear.



- The first and most urgent new feature, in my opinion, should be that, instead of working on making levels bigger like the new Dark Valley, with little work the devs could fuse two or more SoC era levels into one big level
(zaton
like size or even bigger) that every pc nowadays should be able to handle with the new engine (even a potato pc). I remember other mods for CoP have done this (like fusing Rostok with Wild Territory).

I want to be clear on the reasons why most of the individuals in TeamEPIC even mod, because it's an outlet for their creativity. It's their hobby and they do it in their spare time when they see fit. There are not any goals and the guidelines are pretty loose as long as they don't go too crazy with the idea. Dark Valley is being worked on because it's what Borovos wants to do, not because anyone planned it or told him to.

Anyway, I see fusing levels as pointless, considering loading times are minimal in Call of Chernobyl and quite honestly would be wasted effort. It wouldn't be fun for anyone to do it.

Speaking of RUs I've never seen the meaning of using roubles in game, Ukraine uses Euros

We aren't into the idea of drastically changing the core game design and if someone does it's usually optional. Last I checked though the Zone is not real and Stalker series was never about realism. It's a fantasy story in a fantasy setting about an alternate reality based on a real event and Ukraine was using Ruble in 1986.
"I have a dream that one day this community will rise up and live out the true meaning of its creed: "We hold these truths to be self-evident; that all mods are created equal."

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Re: Suggestions Thread

Postby user685 » 20 Dec 2016, 12:51

Hello!
I am not sure where exactly I should post this so let it be here.

I see you decided to add Russian localization to the game and this is really great.
But unfortunately the translation you've added is not very good and has some drawbacks. There are a lot of grammatical and punctuation errors in it. Also there is an incorrect translation of some sentences and some of the texts have missing parts, which the translator probably couldn't deal with and decided to remove instead of translating. And moreover there are some unnecessary "improvisations" in texts such as new characters' names that don't correspond the original ones, Resident Evil references in Survival Mode description and some headcanon info about Librarian being a former Dutyer.

I have another variant of Russian translation, which I have been working on since CoC release. I tried to avoid all aforementioned mistakes and did my best to make it closest to the original.
I would be thankful if you took a look at it and said if it is possible to use this one instead of the current variant.

Here is the link to my translation:
https://mega.nz/#F!ZE8lTCjT!YrJsCeSk1E9Udxu5FYQw5w

Thank you.

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Alundaio
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Re: Suggestions Thread

Postby Alundaio » 20 Dec 2016, 13:01

user685 wrote:Hello!
I am not sure where exactly I should post this so let it be here.

I see you decided to add Russian localization to the game and this is really great.
But unfortunately the translation you've added is not very good and has some drawbacks. There are a lot of grammatical and punctuation errors in it. Also there is an incorrect translation of some sentences and some of the texts have missing parts, which the translator probably couldn't deal with and decided to remove instead of translating. And moreover there are some unnecessary "improvisations" in texts such as new characters' names that don't correspond the original ones, Resident Evil references in Survival Mode description and some headcanon info about Librarian being a former Dutyer.

I have another variant of Russian translation, which I have been working on since CoC release. I tried to avoid all aforementioned mistakes and did my best to make it closest to the original.
I would be thankful if you took a look at it and said if it is possible to use this one instead of the current variant.

Here is the link to my translation:
https://mega.nz/#F!ZE8lTCjT!YrJsCeSk1E9Udxu5FYQw5w

Thank you.


The Russian translation I used is directly from Ap-pro.ru given to me by av661194. http://ap-pro.ru/index/8-27393

You might want to consult with him if you think the translation is poor. I only speak English.
"I have a dream that one day this community will rise up and live out the true meaning of its creed: "We hold these truths to be self-evident; that all mods are created equal."

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Re: Suggestions Thread

Postby user685 » 20 Dec 2016, 13:07

Alundaio wrote:You might want to consult with him if you think the translation is poor. I only speak English.

Okay, I will try. Thank you anyway.

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Re: Suggestions Thread

Postby Darth_Lenin » 20 Dec 2016, 15:03

Hi there,

1. Can you add a delay after death in Azazel mode? I mean the delay that appears after death with notation like "Lost in zone. Press <Space> to continue". Now there is no any delay between death and load screen.
2. Why do some important faction members (traders, technicians, etc) spawn in wrong places at new game? They madly take their places after spawn. Can you put correct spawn points to them?

Thank in advance.

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olivius74
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Re: Suggestions Thread

Postby olivius74 » 20 Dec 2016, 18:24

Can you add a delay after death in Azazel mode? I mean the delay that appears after death with notation like "Lost in zone. Press <Space> to continue". Now there is no any delay between death and load screen.

Yes I really agree with this idea,it is always fun when you die to see camera after life.
If we can have a little delay before game follow,it will be genious.

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Alundaio
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Re: Suggestions Thread

Postby Alundaio » 20 Dec 2016, 19:16

user685 wrote:
Alundaio wrote:You might want to consult with him if you think the translation is poor. I only speak English.

Okay, I will try. Thank you anyway.



I sent him a message
I always consider the criticism of my work . The-the readme with In file I of all people have the listed Brought the who editing in translation:
"For straightening and help thank LigOn, ExImIeR, Sikorskyi, stalkerCOP, AspirinSGD, senyaGTA, Last_Dawn and the Stern-13 !!!
Integrated mini-events:" New Names Anomaliy_SoS_0.3 "author - Sikorskyi - Replaces the COC ridiculous name of anomalous zones at a logical, taken from books and dizdokov STALKER series.
Help with editing dynamic news - dedMcAr
adaptation OWR included changes from AspirinSGD
express my gratitude for the help in the Russification of the voice and evilwatcher sinaps "


The Russian localization in CoC is the popular Russification mod from Appro. I figured they use a lot of slang. Are you Russian user685?
"I have a dream that one day this community will rise up and live out the true meaning of its creed: "We hold these truths to be self-evident; that all mods are created equal."

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Alundaio
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Re: Suggestions Thread

Postby Alundaio » 20 Dec 2016, 19:19

olivius74 wrote:Can you add a delay after death in Azazel mode? I mean the delay that appears after death with notation like "Lost in zone. Press <Space> to continue". Now there is no any delay between death and load screen.

Yes I really agree with this idea,it is always fun when you die to see camera after life.
If we can have a little delay before game follow,it will be genious.


Well, you don't really die from a technical standpoint, you are prevented from dying with name and icon changes and inventory replaced. There is no easy way at the moment to recreate the free-look camera as if you really are dead.
"I have a dream that one day this community will rise up and live out the true meaning of its creed: "We hold these truths to be self-evident; that all mods are created equal."

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olivius74
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Re: Suggestions Thread

Postby olivius74 » 21 Dec 2016, 00:43

Ah I understand,thank for precision.

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Re: Suggestions Thread

Postby user685 » 21 Dec 2016, 14:48

I always consider the criticism of my work . The-the readme with In file I of all people have the listed Brought the who editing in translation:
"For straightening and help thank LigOn, ExImIeR, Sikorskyi, stalkerCOP, AspirinSGD, senyaGTA, Last_Dawn and the Stern-13 !!!
Integrated mini-events:" New Names Anomaliy_SoS_0.3 "author - Sikorskyi - Replaces the COC ridiculous name of anomalous zones at a logical, taken from books and dizdokov STALKER series.
Help with editing dynamic news - dedMcAr
adaptation OWR included changes from AspirinSGD
express my gratitude for the help in the Russification of the voice and evilwatcher sinaps "

Not sure if I got it right. So did he mean he will remove the drawbacks that I have mentioned here or just won't mind if I tell him everything I dislike in his translation?

Alundaio wrote:Are you Russian?

Yes, I am.

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MariusLecter
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Re: Suggestions Thread

Postby MariusLecter » 30 Dec 2016, 23:14

More guns
Image

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Alundaio
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Re: Suggestions Thread

Postby Alundaio » 31 Dec 2016, 13:36

MariusLecter wrote:More guns

:poop:
"I have a dream that one day this community will rise up and live out the true meaning of its creed: "We hold these truths to be self-evident; that all mods are created equal."

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MariusLecter
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Re: Suggestions Thread

Postby MariusLecter » 03 Jan 2017, 11:16

Alundaio wrote:
MariusLecter wrote:More guns

:poop:


Have the ltx (written on a literal notepad lol), icon drawn up and sound for an assault rifle version of Item 62. Iron sights only, with a slightly worse accuracy as the unmoded AK74u with an even more insane fire rate.

Just need a new computer/laptop and a 3d modeling program to render the Elysium Chemrail from memory.

PS you should watch Elysium, it's pretty good.
Image

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Re: Suggestions Thread

Postby Krokx » 04 Jan 2017, 04:17

I have two suggestions for CoC:

1. reintroduce the names of the specific locations on the PDA map (i.e. on Jupiter, Yanov Station, Ventilation Complex and so on..) this would help when a stalker gets a message that something is happening say north west of a location. A lot of people know the locations by heart I guess, but with 32 maps and 6-8 locations on each map, it's really hard to remember them all.

2. add "real ammo count for npc" mod, (no there is mo such mod yet) for realism enhancement. Let's say a stalker (NPC) has got 50 bullets for his rifle and when he shot them all he would flee and try to loot some weapons and/or ammo from corpses or even would go to a trader and spend money for it. When the player would loot a stalker the real ammount of ammo left should be in his inventory. This worked very well in ArmA and adds a lot of realism instead of seeing stalkers shoot big amounts of ammo which "magically" replenish.

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Alundaio
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Re: Suggestions Thread

Postby Alundaio » 05 Jan 2017, 14:26

Krokx wrote:I have two suggestions for CoC:

1. reintroduce the names of the specific locations on the PDA map (i.e. on Jupiter, Yanov Station, Ventilation Complex and so on..) this would help when a stalker gets a message that something is happening say north west of a location. A lot of people know the locations by heart I guess, but with 32 maps and 6-8 locations on each map, it's really hard to remember them all.

2. add "real ammo count for npc" mod, (no there is mo such mod yet) for realism enhancement. Let's say a stalker (NPC) has got 50 bullets for his rifle and when he shot them all he would flee and try to loot some weapons and/or ammo from corpses or even would go to a trader and spend money for it. When the player would loot a stalker the real ammount of ammo left should be in his inventory. This worked very well in ArmA and adds a lot of realism instead of seeing stalkers shoot big amounts of ammo which "magically" replenish.


1. Yeah , I wanted to do this but it's a lot of work and requires someone to know the real names of all the locations in the game and due to years spending modding Stalker, not playing it casually, I'm probably the worst candidate for the job.

2. Well, this mechanic is already present in the engine, if they run out of ammo they sprint and run like chickens but it makes the difficulty trival which is why they made AI have infinite ammo. I'm more about making the game fun and challenging, not making the game realistic as possible. Stalker is already far beyond the realm of fiction.
"I have a dream that one day this community will rise up and live out the true meaning of its creed: "We hold these truths to be self-evident; that all mods are created equal."

Azaxrey
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Joined: 05 Aug 2015, 05:47

Re: Suggestions Thread

Postby Azaxrey » 09 Jan 2017, 08:07

Hello there another of my great idea , you may count is as stupid but im try . Locations with factions base like Bar , Dark valley , Military , agroprom quite provide wrong gameplay expirience . When you visit this location's as opposite participant (as merc for example ) and accidentally interact with hostile NPC whole enemy base try to kill you . You have only 2 ways eliminate whole base or run , this much ruins game atmosphere and immersive , its just feels wrong playins as rembo in this game . I Suggest this , remove all factions bases from SoC\CS location and create simple mini (even micro ) locations for every faction as main base


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