Full concept MODIFICATION of S.T.A.L.K.E.R. Call of Pripyat that touches every game aspect including textures, sfx, music, weapons, A.I., items, weather, mutants, difficulty and much much more!

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New Class (Games : S.T.A.L.K.E.R.: Call of Pripyat : Mods : MISERY : Forum : General subjects : New Class) Locked
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Jul 26 2014 Anchor

Hello everyone, my name is Timothy. I'm a long time fan of the S.T.A.L.K.E.R. series and have recently fallen in love with the MISERY Mod. I have an idea for a new class. I recommend adding a "Scientist" class. Now the thing is this class will start out with a Bear Detector, Heavy Overcoat, and Gas Mask. For armaments they start out with a 9x19mm pistol and a knife. In addition, the Scientist class will be more resistant to Psy fields due to their higher intelligence, naturally more resistant to radiation, can stay awake for long periods of time, don't need to eat a lot, and can take drugs with no negative side effects. However, to balance this out, they handle all weapons rather poorly but are highly skilled with pistols, can't carry a lot of weight, don't have a lot of stamina and can't take much damage.

I also recommend a revision of the class system as well. Currently, I feel that the classes start out too underpowered. I mean, your character is being supplied by the military so it seems kind of odd that you're starting with such poor equipment. Thankfully, I think that the only things that need to be changed are the starting primary weapon and armor, the starting money and pistols are great although I am going to recommend a change to the Recon class' starting pistol as well as a change for the Sniper class' starting shotgun. Here's my ideas for the revisions:

USS Assaulter:
Armor: Merc Suit (I'm pretty sure you didn't add this in, but I assume you could)
Weapon: AKM (Yeah I know it's rather powerful, but the ammo isn't cheap and the stats aren't really the best either, but it's better than the StG-44.)

USS Recon:
Armor: Overcoat
Primary Weapon: AKS-74U
Secondary Weapon (Pistol): Fort-12

USS Sniper:
Armor: Sunrise Suit
Primary Weapon: Karabiner 98K
Secondary Weapon (Shotgun): TOZ 34

If there is anything you would like me to change, please let me know. Thank you for creating the mod and thank you for your time.

Edited by: Abandoned_Account342

Jul 26 2014 Anchor

Adding new classes would be nice as u say, but before that there could be easier additions to the mod, like new suits as u noticed.

But I don't agree on the better equipment from the start. I always start the 'Black Road' way, as I like to feel 'naked' at the beginning of the game. I would rather suggest MDT to make the mod harder and harder for new challenges (even Misery feels too easy now :))

I try to apply some rules to make it harder, like I never buy any ammo/weapon and just do with what I loot, but still, my vault gets full of stuff after a while. I'd love to STRUGGLE the whole game long !!

Jul 28 2014 Anchor

If you want to feel naked and helpless when you start, then play "The Black Road". But for the love of God your character was sent into The Zone by the government, they wouldn't send a soldier on such a dangerous mission with such shitty equipment. All I want is a start that puts you at least SLIGHTLY on the same level as the NPCs. I mean, for crying out loud, the rookie bandits have high powered weapons that cost 10,000+ Rubles to purchase but you, the secret military agent sent in by the government comes into the zone wielding a poor quality weapon (Not including the starting pistols as those are pretty decent) and a leather jacket. Seriously? I love the mod but I really think that the stuff I recommended should be at least considered.

*sigh* Okay, rant over. Thank you for your time.

Edited by: Abandoned_Account342

Jul 31 2014 Anchor

I'd like to see classes like:

"Assassin"
+ 200% less visible in dark
+ 75% quieter for all noises
+ 20-30% decreased enemy accuracy/increased time to aim
+ All negatives for suppressors removed
- 25% lower health in daytime
- 10-20% less damage against mutants
- Heavy Armor causes 75% slower walking
- 30% less carrying capacity than Sniper/Recon
Starting Primary = Suppressed MP5/AKS74U
Starting Secondary = PMm (integrally suppressed 9x18 pistol)

"CQC Specialist"
Improve weapon handling for all light to mid-weight weapons; severe penalties for sniper rifles/etc
Adds unique "double-tip" fire mod option for ALL self-loading weapons, reload speed improved by 25-40%
Medium and Heavy Armor have lower penalties, medium carry weight
Must eat often, low endurance BUT very fast; simulate the short but brutal bursts of energy necessary for close quarters combat
Starting Primary = Suppressed/Unsuppressed UMP-45
Starting Secondary = S/U USP45

Aug 3 2014 Anchor

Have any of the devs seen this thread? I want their feedback most of all.

Aug 3 2014 Anchor

some cool ideas here.... :)

Aug 6 2014 Anchor

Have any of the devs noticed this thread? I really want their opinion.

Trikzter
Trikzter MISERY Dev. - Language King
Aug 8 2014 Anchor

This corresponds quite nicely to my idea behind the scientist class (not yet implemented). Most of all, I agree with you that classes should be modified heavily, but my main problem with them is that they are too similar to one another and do not allow distinct approaches to dealing with danger of any kind. However, I feel we should stick to three classes so as not to make our lives too complicated (another class would mean multiplying some files that would have to be updated each time we change spawns, weapons, etc.).

Implementing the scientist class and overhauling the class system would require a lot of tweaking, but is certainly doable, and might see the light of day when we decide to release another big update (not in the nearest future though).

Edited by: Trikzter

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Aug 8 2014 Anchor

I WOULD love rather than distict classes a "point buy" system for proficency and perks/starting weapons, but I know for certain that would require some form of .exe or script to write all of many changes to the custom class, plus a huge set of additional flies to keep updated but one can dream, I might be tempted to look in to the exact best way to make "custom classes" but it's not looking easy.

Aug 9 2014 Anchor

Keep the replies coming guys. This is great.

Aug 10 2014 Anchor

dumorimasoddaa wrote: I WOULD love rather than distict classes a "point buy" system for proficency and perks/starting weapons, but I know for certain that would require some form of .exe or script to write all of many changes to the custom class, plus a huge set of additional flies to keep updated but one can dream, I might be tempted to look in to the exact best way to make "custom classes" but it's not looking easy.

I too would really love a system like that,but I imagine it'd be pretty hard to balance.

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