The Zone of Alienation mod is an adaptation of the renowned AMK mod. It is built on top of a specialized variant of AMK that uses a magazine system. From this premise, it has expanded to aim to include the following:
As many of you know, the scientific anomaly detector is effectively useless, since it uses the mini map, which ZoA doesn't actually use. I've thought of remedying this situation by getting rid of it altogether, because I have an entirely new idea on how to handle detectors, read below.
Posted by FatalFunnel on Jan 25th, 2012
After removing the effectively worthless scientific anomaly detector, I plan on re-using it for a different purpose. I will elaborate on this in the next paragraph, and yes, I plan on making artifacts invisible.
Now, the way that Clear Sky and Call of Pripyat handle detectors is that anomaly detectors and artifact detectors are one in the same. I don't like this idea, and I don't like how they are tiered either, in such a system there is one "best" detector that can detect anything, making the other detectors completely worthless. The system I would like to implement into Zone of Alienation is entirely different from this.
What I propose, is a fairly simple premise. Anomaly detectors, and artifact detectors are two separate pieces of equipment. And I will go into why I am making them that way. You see, an anomaly detector isn't that complicated compared to an artifact detector. It picks up signals of anomalous activity, but it looks for any signal of anomalous activity. In other words, it is not fine-tuned for anything, it just detects things that are abnormal. Anomaly detectors are fairly cheap and there is really only one type that is needed.
Now artifact detectors on the other hand, are a much higher quality piece of equipment. Anomaly detectors look for these generalized signals that indicate anomalous activity, but artifact detectors are specifically calibrated to pick up on certain frequencies of these signals, ones that only certain types of artifacts produce, and they have to do it while canceling out the noise and interference that the anomalies put off.
The way I plan on adding artifact detectors is that I'd like to add 3-4 different types. Sid will give you one in the beginning of the game in his bunker, but the catch is, it is one of several in the game.
I also do not plan on making the detectors tiered in nature, there will be no endgame detector. You will have to use each of them to find different artifacts. I plan on dividing artifacts into "families" that put out similar frequencies that fall in the ranges of some detectors, some of these will be lower artifacts, some of them will be higher. The only way to find artifacts will be to equip its respective detector to your belt, and there will be 3-4 detectors in total, which will mean you may have to juggle them with artifacts on your belt and do some backtracking to find the ones you could not detect earlier.
Each detector looks for a separate signal band. Some artifacts when transmutated will end up with a higher/lower signal band which may render them undetectable to the old detector.
And also, all detectors will be auditory in nature and put out a different sound.