Five Elite Mercenaries are send to an Island in middle of the 1980'. The Task: Find and Eliminate a local Drug Baron. Features: new Physic, real Sunmovement, Day/Night Change, Hunger/Food system, realistic (!) Weather system, Light/Dark viewing system for AI, 5 different Fractions on the Island. Complete Realistic simulation of nearly all things, including Sleep. New weapons, new Vehicles. Vehicles driving system is now exact (!) like GTA IV , FireSystem,... this mod is Heavily inspired by GTA, IGI, FarCry.

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Ideas for new locations (Games : Far Cry : Mods : FarCry Operation Clearing : Forum : Talk about the Game Operation Clearing : Ideas for new locations) Locked
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Nov 19 2015 Anchor

So here are my few ideas for new locations and new buildings.

One of the great additions would be a Metro system under a map. It could be a metro system inspired by Metro-2 (which is an abandoned place like Pripyat but it is in Russia). However, I don't know how it would fit the lore. I think it would be an amazing addition because Metro 2033 was a very good game and Metro Last Light was even better (still haven't completed them but they are very good). Especially the Redux versions (they cost less than ten euro). I think that's a very good price for a game which is out only for a one year.

Then it could have some structure like Duga 3 or Zmiev Ionospheric Research Station.

Also, Częstochowa Train Depot is a very interesting abandoned place (and not very popular). That would definetly fit the lore of the story.

Then there is Battersea Power Station looks great too but it would probably would fit the lore.

pvcf
pvcf Germany
Nov 22 2015 Anchor

many thanks for your suggestions :)

beside this, the main focus for new ideas was also directed to gamefeatures, for example... lets say about implementing a scubagear. just things you missed in farcry, like looting crates, repairing vehicles (i can only post things which i have missed and already builded in ... :D )

Nov 23 2015 Anchor

Nice! I like the idea of looting crates and also scuba gear is a great thing.

Btw: I think when I edit something in the thread it doesn't update. But if it is created a new thread it should show you that a new thread is created.

pvcf
pvcf Germany
Nov 23 2015 Anchor

yeah, but this ideas are already build in :D

btw here is the current state of the rpgstats and inventory screen:

FarCry0195

i will insert, if i find time, in the empty row the additional collectibles, in the free 2 slots will be keys and keycards and explosives inserted.

Nov 23 2015 Anchor

Amazing work! That inventory looks great for a game which doesn't even mean to had things like this.

For me its already perfect.

pvcf
pvcf Germany
Nov 23 2015 Anchor

thank you marek33 :) i needed about 10 days of work, and its even not finished. did you think its self explaining?
for example i have had problems to understand the stalker inventory system, was somewhat not intuitive selfexplaining for me, so i have fear that my visual is not selfexplaining.
the green and yellow lines in upper middle will get a description below.
btw, its the first time after two years of developement that i now see that 45kg weight limit is way to much :D
but will see, because in game the weight and health influence the running speed, so it may still be ok to allow such heavy mass. but the con is, the player does not have to think about his load, he can take what ever he like and have no problems, and that is also not really intendet.
i think tweaking this stuff will need some time and will be very important for gameplayfun.

Nov 24 2015 Anchor

I remember that I could run across whole map in stalker without any artifact if I had 49.9 KG but if I had five great artifacts I could run without any problem If I have 59.9 KG.

Of course that mods fix that (only 30 Kilos) but the worst thing which I found out was cut animations for food, drinking and so on.

pvcf
pvcf Germany
Nov 24 2015 Anchor

oh, stalker have animations for drinking and eating? i have done it in inventory with mouse drag&drop, and thats all what i have seen. but i have "only" the iron-menu animation :D /beside usual grab animations, its not so easy to get animations for all things, janzu is very busy :/ have asked him a month ago for new grab and use anims and he gave up ;(

what i never liked in stalker was the weight-cut, it looked like oyu could run at 49.9kg with 100% speed and with 100g more with 1% speed, that looked more like a bug than a weight limit ;)

Nov 24 2015 Anchor

WellI don't know if you played Fallout 3 or New Vegas because S.T.A.L.K.E.R. have (for me) possibly the best weight system in a video game which I ever saw. Far Cry 3 don't have weight limit and when you craft all the things (bags for weapons, ammunition and so on) you can carry four weapons. Its either four pistols or four heavy weapons. One rocket launcher, two machine guns and one flamethrower. In Fallout you can carry 300 Lb and you can run, swim without any problem (if you take more than 301 Lb can only walk) and when you take 100 000 Lb (I test it in Megaton a long time ago) you can walk without any problem too. In S.T.A.L.K.E.R. if you have more than 60Kg you can't move. So I can't really say that is a bad system but its much more realistic than almost any game which I played.

Maybe there are other games which have better system but I can't remember on a game which had a really good one.

pvcf
pvcf Germany
Nov 24 2015 Anchor

yes, OPCL :D running speed will be calculated *every* frame out of conditions loaded weight vs choosed character, this choosed character have, dependig on difficulty level trainable strenght and power and a "start" speed, he can walk (currently the yellow bars on screenshot above). depending on difficulty level then the current strenght, health and stamina will be calculated too.
for example in upper picutere you see speed (yellow) started by somewhat about 79% (jack carver have 100%). but because of the loaded mass, even it not excided the loadinglimit, its now by 59%, if the character then would be wounded and have for example only 10% health, the speed would be about 5% , BUT, if player THEN drop things to reduce weight, he can get back up to lets say 40% speed, by total illness but without load.
its very intresting and you have to take care all the time about, atleast you can train your character for running ans swimming, so it will also improve then the speed.

Nov 25 2015 Anchor

Unfortunately I haven't played OPCL so I can't say that exactly but it will be probably the best.

Even if I hate weight limit and I like games like Gothic 1 and Gothic 2 which had no limit (but that's a fantasy game so its understandable).

pvcf
pvcf Germany
Nov 25 2015 Anchor

today i can't read and understand what i have written abou weight limit :D my english suxx -.-

there is no real need to hate weight limit, but it must be good implemented. in stalker the weight limit was kind of hate for me: no influence up to a certain point and then: nothing goes. this was totally crap. together with the inventory system which allowed to hold and keep four times the same weapon where i never knowed if there is ammo in or not.

allowing to carry to much thing at the same time, is way to casual, it steals the taktical component of choosing the right equipement for a self planned mission, thats the point which i try to reach (still not balanced, this needs extreme detailed placement of items on the map and pockets and rucksacks for extra slots, this all must then work for all playable characters in all difficulty levels... will be horrible to set this up without giving exact ONE possible way to solve the mission for the player).

Nov 25 2015 Anchor

Still, better than my German knowledge.

I don't hate weight limit if it is implemented right. In the Elders of Scrolls game or Gothic series it's not a good thing because that's a fantasy settings so I would definitely hate it.(Maybe not if it would be implemented on a good level). Fallout has a very bad weight system and that was one of main reasons why I hate it in most of the games. However, S.T.A.L.K.E.R. has much better system and I mostly like it but its still not the best.

I think that your mod is on a very good way in making weight limit a good thing but I'm not 100% sure because I haven't played it. When I play it for some time then I can say that it is definitely better in that or it needs some improvements in this and this.

pvcf
pvcf Germany
Nov 25 2015 Anchor

the main problem for me is to comunicate to first time OPCL playerw why the character slows down sometimes, its all time drawed on the HUD with the little bar right beside the player movement symbol. the hight of that bar corresponds with the actual possible max runningspeed.

this is builded in since 3 years and i still does NOT MENTION it ^^ that means this is a totally visual design fail :D

Nov 26 2015 Anchor

I would explain it like this: The stamina bar is dependent on the character which you choose at the start and by your abilities (or by skills which the player character can train).

pvcf
pvcf Germany
Nov 28 2015 Anchor

"explain" was the wrong choosed word by me: i need a valid constant visualisation from the actual possible maxspeed (which is current a little bar which is totally not understandable, even by me ^^). maybe there is simply a frame around that bar missing, which shows the percentage of itself with the frame (exact like stamina / health / armor bar).

but it still does not explain then the 4 or 5 factors which lead to that bar :D i really think about to create a tutorial level which shows and explain every little detail but i think about since one year and i'm totally to lazy for this -.-
and i need this also for properly setting up the sound and brightness.

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