The "Ray of Hope" modification is the dream of the most in the S.T.A.L.K.E.R.'s community, it's like the name says. This mod gives you the possibility of surviving in the zone with your team-mates, with not only NPC, but also other players.
Damn! I had the same Idea for a Zaton fraction Mod.
My idea was that there is HQ, Base, Outpost and Camps.
HQ is of course the main fraction basis. And the smaller the unit, the more of them in the game. Then the factional battles would make sense again.
I love to fight against the bandits or mercenaries. But most have no more than two bases. If you could give them more, with varying degrees of importance, then it would be much more fun! Then you could hunt specific bases over again. Supply cut,Spy Missionen,Infiltration etc. And a fraction would be extinguished immediately. And the groups would not have to hang around like in Call of Pripyat on narrow space.
With more real territories.
And the possibility that the sewage treatment plant in Zaton, is only a outpost of the mercenaries. The Substation workshops a camp, then to the right in a new area would have a base and hidden somewhere, perhaps in Pripyat their HQ.
The bandits then the area around the ranger station as an outpost, perhaps the Preobrazhensky Bridge and the gas station as a camp. Whereby her Terrotorium located northeast.
And the train station in Jupiter, a neutral zone, a spearhead of Duty and Freedom.
The complete western side of Zaton is then full of monsters. In North zombies,
in the West the Forest/swamp in the hand of Bloodsuckerand in the south full of wisps and other creepy things.
There needs to be a charity outpost, someone who takes the sick and wounded in and doesn't really have a strong defensive force probably made up of volunteers. Would be interesting to see how players react to this if they decide to shoot the place up or if they decide to help them with tasks a normal volunteer couldn't handle such as fetching a healing artifact or delivering medical supplies. Hell there could be a mission where the camp is attacked through scripting and the player would be tasked to help defend alongside the volunteers. Fantastic update that has so much potential, something like this could really make the zone come to life.
Yes. Literally marauders. Loners who decide to change their faaction. Good reputation is vital for the survival, they won't have it, of course. Bandits will have their own, difficult life.
It's supposed to be "The Zone", not the public park on a Sunday.
I'd pick quality / realism over quantity. Make the weapons do real damage and the NPCs shoot / behave like real people.
I had a mod like that installed once, using high caliber AR-PEN bullets you could kill a full exo with 1-2 headshots.
1. 6-18 NPCs (18 NPCs are a shitload of NPCs ... Play Realistic Mods and you'll understand)
2. 2-8 NPCs
3. 1-4 NPCs
And also, stalkers move, I can't imagine 25 men camped at one spot doing nothing for days.
Do you know what's realistic?
Dying an early and painful death in your mid twenties due to over exposure to lethal radiation.
Do you know what else is realistic?, a bright young man being shot in the neck and bleeding out only to die forgotten and unloved hundreds of miles from home.
This makes sense, good balance and useful to know.
Damn! I had the same Idea for a Zaton fraction Mod.
My idea was that there is HQ, Base, Outpost and Camps.
HQ is of course the main fraction basis. And the smaller the unit, the more of them in the game. Then the factional battles would make sense again.
I love to fight against the bandits or mercenaries. But most have no more than two bases. If you could give them more, with varying degrees of importance, then it would be much more fun! Then you could hunt specific bases over again. Supply cut,Spy Missionen,Infiltration etc. And a fraction would be extinguished immediately. And the groups would not have to hang around like in Call of Pripyat on narrow space.
With more real territories.
And the possibility that the sewage treatment plant in Zaton, is only a outpost of the mercenaries. The Substation workshops a camp, then to the right in a new area would have a base and hidden somewhere, perhaps in Pripyat their HQ.
The bandits then the area around the ranger station as an outpost, perhaps the Preobrazhensky Bridge and the gas station as a camp. Whereby her Terrotorium located northeast.
And the train station in Jupiter, a neutral zone, a spearhead of Duty and Freedom.
The complete western side of Zaton is then full of monsters. In North zombies,
in the West the Forest/swamp in the hand of Bloodsuckerand in the south full of wisps and other creepy things.
Very good idea!
Makes sense to place some kind of field doctor to the outpost, who won't sell meds but can treat you right at higher price.
Bases will have doctors and there will be a few medical outposts (The swamps doctor as well).
There needs to be a charity outpost, someone who takes the sick and wounded in and doesn't really have a strong defensive force probably made up of volunteers. Would be interesting to see how players react to this if they decide to shoot the place up or if they decide to help them with tasks a normal volunteer couldn't handle such as fetching a healing artifact or delivering medical supplies. Hell there could be a mission where the camp is attacked through scripting and the player would be tasked to help defend alongside the volunteers. Fantastic update that has so much potential, something like this could really make the zone come to life.
As I replied: Bases will have doctors and there will be a few medical outposts (The swamps doctor as well).
Will there be squads which hunt the players down like the alfa group in sgm?
Mercenaries, bandits, military and traitors are more than enough, as for me.
Traitors as in players, right?
Yes. Literally marauders. Loners who decide to change their faaction. Good reputation is vital for the survival, they won't have it, of course. Bandits will have their own, difficult life.
I think all traitors should become Renegades just like in Clear sky all traitors were Renegades.
I'm crying at how good this is going to be.
Too many, way too many!
It's supposed to be "The Zone", not the public park on a Sunday.
I'd pick quality / realism over quantity. Make the weapons do real damage and the NPCs shoot / behave like real people.
I had a mod like that installed once, using high caliber AR-PEN bullets you could kill a full exo with 1-2 headshots.
1. 6-18 NPCs (18 NPCs are a shitload of NPCs ... Play Realistic Mods and you'll understand)
2. 2-8 NPCs
3. 1-4 NPCs
And also, stalkers move, I can't imagine 25 men camped at one spot doing nothing for days.
Now that, seems more realistic to me.
Do you know what's realistic?
Dying an early and painful death in your mid twenties due to over exposure to lethal radiation.
Do you know what else is realistic?, a bright young man being shot in the neck and bleeding out only to die forgotten and unloved hundreds of miles from home.
So realism frankly can go F**k itself