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SpardaSon21
SpardaSon21 - - 382 comments @ Drugs that make sense

Good to know you like my feedback. To be honest, I haven't actually played the mod yet since I've been a bit busy to crack open Anomaly, but even just from reading your description and talking to you I can tell I'm going to enjoy these changes.

And I wouldn't worry about explosion and ballistic resistance being the same thing. Physical pain is physical pain, and I'd apply the same thing to animal bites.

Speaking generally, I'd put any dissociative or mood-altering drug in the psy protection category as well. Yes, that includes cocaine since whoever or whatever is trying to fry your brain has to fight past the effects of whatever you're on to do so. And to be fair cocaine should reduce damage as well since its you know... cocaine.

Amphetamines could also be added as an upgrade over caffeine, reducing more sleep and restoring more stamina and adding carry weight boost from the stimulant effects, with minor psy protection from the cognitive effects, and very, very minor damage resistance. I would have it increase hunger, but that should really be a thing for everything with a stimulant effect more potent than caffeine.

If you felt like making a lot of new drugs, you could even branch out into cooking recipes, where you dilute drugs in water to reduce their effects, both good and bad while greatly increasing the duration due to being taken orally. Mix one dose of cocaine with two units of purified water to create cocaine tea for example. Oh, and mix cocaine and morphine to make a speedball, if the player feels like dying from OD that is.

Good karma+1 vote
SpardaSon21
SpardaSon21 - - 382 comments @ Drugs that make sense

Ah, gotcha. Good to know all of that. That's a good idea then. And what Stachelhaut said, plus you can use treated/coated bandages for other things as well, such as vinca-doped bandages for even better healing or ones with anti-chemical compounds. There's also kaolin (a clay compound) which would work as an anti-chem and anti-bleeding compound in bandages. Kaolin-treated bandages are actually the US military's bandage of choice (the QuikClot Combat Gauze) due to its extremely quick clotting, and it could possibly even heal slightly due to its ability to close wounds up fast.

Funnily enough, there's a lot of multi-use drugs and treatments out there that Stalkers would love to keep around that just don't show up in Anomaly.

Okay, sorry for even more words, but personally since IMO painkillers are probably the number one needed item in the Zone after anti-rad drugs, I don't mind a lot. Personally I'd have two each of benzodiazepines, opiates, and NSAID's, one oral with long term but low potency and low side effects, and one injected that's short term but with potent main and side effects. Benzos would double as anti-psy drugs, the oral one giving psi protection and the injected version healing psy damage, NSAIDs accelerating healing the most due to their direct effects on inflammation, and opiates giving the strongest damage resistance.

Good karma+1 vote
SpardaSon21
SpardaSon21 - - 382 comments @ Drugs that make sense

As an anti-psy drug given their cognitive effects? Maybe. There's not a lot of those but not much need given how rare psy fields and the like are compared to everything else a player needs to worry about. I never minded the multiple painkillers aside from the obvious of morphine being straight-up the best. I like your change of making the diclofenac a long-lasting restorative, giving a very low but steady healing rate to let someone heal up slowly after combat without using a medkit. That said, the aspirin (salicylic acid) should be changed to something else, maybe something for neuropathic pain? Gabapentin would be a nice choice for a combination anti-psy and mild painkiller. Also, don't be afraid to have drugs be a mix, such as a gabapentin/pregabalin mix called "Psy-Killer" since it stops both psychic assaults and general pain.

I'd also give stimpacks a bit of hunger gain back. All that energy and healing has to come from somewhere, after all, but I'd throw in a stamina boost as well so the player doesn't get hurt too badly by the hunger in combat.

En.wikipedia.org

That list is a nice place to start for ideas and research. Just look at what's A. the major risks in the Zone (so nothing that needs significant long term treatment) and B. would make sense. I'd put an emphasis on either powerful but specialized treatments for immediate concerns or a multi-use ones given the variety of the dangers. And don't forget topical creams and the like, since a nice tube of even aloe vera would be a nice way to treat a burn or any sort.

Good karma+1 vote
SpardaSon21
SpardaSon21 - - 382 comments @ Drugs that make sense

En.wikipedia.org
En.wikipedia.org

Seems like its actual use risks aren't substantially greater than any other powerful NSAID. No need for a health cost IMO. You could potentially induce low-level bleeding due to its vascular effect, but have it be low-level and end quickly, doing much less damage than the actual restoration, but something to discourage use while in combat.

Good karma+1 vote
SpardaSon21
SpardaSon21 - - 382 comments @ Combat Music Metal Gear Rising

You're missing Red Sun, though...

Red Sun.
Red Sun over Pripyat.
Red Sun.
Red Sun over Pripyat.

Golden rays of the glorious psi-storm.
Setting down, such a blood-red light.
Now the Stalkers slowly retreat.
To the Shelters - out of sight.

Good karma+1 vote
SpardaSon21
SpardaSon21 - - 382 comments @ Anomaly Skill System

Any chance you can add a Marksmanship or other shooting-related skill that increases accuracy and reduces recoil?

Good karma+2 votes
SpardaSon21
SpardaSon21 - - 382 comments @ The great error has been rectified.

Adds +1 to his Grumpiness value.

Good karma+9 votes
SpardaSon21
SpardaSon21 - - 382 comments @ Monolith arabic voicelines

MONOLITH AKBAR!

Good karma+3 votes
SpardaSon21
SpardaSon21 - - 382 comments @ Beer Economy V0.2

Not a bad idea. Add some tobacco-related trades if you can as well. Full packs only. ;)

Good karma+2 votes
SpardaSon21
SpardaSon21 - - 382 comments @ Bullet time (now with drugs)

Excellent choice of SFX for the bullet time trigger.

Good karma+1 vote
SpardaSon21
SpardaSon21 - - 382 comments @ The Deadly Viper Assassination Squad

Kill Horus: Vol. 1. No, there is no Vol. 2.

Good karma+6 votes
SpardaSon21
SpardaSon21 - - 382 comments @ New Tau titan for Protector Fleet (1.8)

When your only option to deal with Gue'la supercapitals is to take three battleships and weld them together... that's exactly what you're going to do. For the Greater Good!

Good karma+2 votes
SpardaSon21
SpardaSon21 - - 382 comments @ B.G.A.C (Bart's Good Ammo Counters) V1.6 RC18 Only

Hey. I've noticed this doesn't work with the HQ Items addon Moddb.com , removing ammo icons except for 5.56 and 23mm.

Good karma+1 vote
SpardaSon21
SpardaSon21 - - 382 comments @ CCS AI Research Centre

Left. Shows more of the facility than just the one building in the right pic.

Good karma+2 votes
SpardaSon21
SpardaSon21 - - 382 comments @ Veritatem Imperialis 2

Small request, but can you please mouse over the weapon icons so we can see the stats? Not that seeing the ships themselves isn't glorious, but also being able to know what their damage output is going to be like is even better.

Good karma+1 vote
SpardaSon21
SpardaSon21 - - 382 comments @ Veritatem Imperialis 2

Sorry to hear its so hard to get them working, but glad to hear things are in progress. I can't wait to see what you come up with for them.

Good karma+1 vote
SpardaSon21
SpardaSon21 - - 382 comments @ Veritatem Imperialis 2

Hey. Been a fan of your modding ever since your initial mod release for DoW 2. Any love for the Tau coming soon, such as new ships and weapons? I know since they don't appear in the campaign they're a bit of a low priority, but I'd still appreciate some extra fun stuff for skirmish since they have a very unique combat style.

Good karma+2 votes
SpardaSon21
SpardaSon21 - - 382 comments @ European UNISG Names V3 [ENGLISH/русский]

Pretty much. There's a massive (but harmless) emission that gets seen all the way in London to end the Sin storyline, and the West sends guys in to find out just what the hell is going on under the authority of the UNISG that was formed shortly after the Zone appeared but existed only in name by the time of the game.

Good karma+1 vote
SpardaSon21
SpardaSon21 - - 382 comments @ Shooting effects

Dammit, you know decent ammo isn't cheap in the Zone. Its bad to make me want to fire so much off.

Good karma+1 vote
SpardaSon21
SpardaSon21 - - 382 comments @ Grenades

What color is the M18 Smoke Grenade going to be in, and will it last as long as it did IRL (up to a minute and a half in little or nor wind)? For pure white the AN-M8 Grenade is the better choice. Of course, that grenade lasts a bit longer and should IMO cause low levels of toxic damage when in the cloud as it uses a rather nasty compound.
En.wikipedia.org

Would also like to recommend the M15 WP "smoke" grenade due to the obvious uses of something like that in the Zone, especially when you need to clear out a den of mutants. Given that thermite doesn't disperse, I suggest replacing the M14 incendiary you have above with the Model 308-1 Napalm Grenade.

Good karma+1 vote
SpardaSon21
SpardaSon21 - - 382 comments @ Inventory

Very nice. Any plans for compatibility with Trader Overhaul?

Good karma+1 vote
SpardaSon21
SpardaSon21 - - 382 comments @ European UNISG Names V3 [ENGLISH/русский]

Isn't UNISG mostly Western special forces members just using the UNISG name as cover for whatever they're doing in the Zone? Should be a lot more English names with plenty of French and German support with some limited Dutch in there as well.

Good karma+2 votes
SpardaSon21
SpardaSon21 - - 382 comments @ Imperator Somnium

Shouldn't it be pure gold in color, like everything else the Emperor had?

Good karma+1 vote
SpardaSon21
SpardaSon21 - - 382 comments @ UEF Armored Ships are coming into the Game

I guessed as much. Had good memories in WoWS before all the big changes.

Good karma+2 votes
SpardaSon21
SpardaSon21 - - 382 comments @ UEF Armored Ships are coming into the Game

One of these UEF casemate/broadside ships needs to be named the St. Louis Class. En.wikipedia.org(1905)

Good karma+2 votes
SpardaSon21
SpardaSon21 - - 382 comments @ Crafting And Repair Overhaul (With Mobile Workbench)

Excellent! Only thing this mod was lacking IMO, and I look forwards to that update.

Good karma+1 vote
SpardaSon21
SpardaSon21 - - 382 comments @ Crafting And Repair Overhaul (With Mobile Workbench)

Any chance of adding extra medical recipes and parts like syringes at some point? Both Clear Sky and the Ecologists are, for different reasons, trying to figure out ways to use items in the Zone for medicinal use, and being able to make drugs from mutant parts and medics selling using syringes makes sense.

Good karma+1 vote
SpardaSon21
SpardaSon21 - - 382 comments @ Arszi's Mutant Bleeding 2.0.1 for Anomaly 1.5.1

Question. Is the bleeding damage 1/200th of the bullet damage per second, or 1/200 of the damage over 360 seconds? Just making sure for my own tweaking purposes.

Good karma+2 votes
SpardaSon21
SpardaSon21 - - 382 comments @ GTA

The NTF is the only legitimate authority in this system!

Good karma+2 votes
SpardaSon21
SpardaSon21 - - 382 comments @ OBSOLETE. DOWNLOAD THERA: REDUX (Full Release 3) instead.

I get a crash on startup with the error window saying Medieval 2 encountered an unspecified error and needs to close. Here is my crash log generated with the level = *script* trace setting: Pastebin.com

Latest base Thera loads correctly, as does Third Age with the PCP submod installed.

Good karma+2 votes