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:
At this point in time I am thinking about how development for this mod will go down the road. I have many ideas that could work out well, or could completely flop, depending on how they are implemented. The preview picture is an example of one of the potential things I can do with this. Even so, none of this is guaranteed. However, below I'll show in text, how I view the development tree continuing, and even branching off.
Posted by FatalFunnel on Nov 7th, 2011
The numbers above represent the sequential patches I've released so far.
This is essentially how I plan to continue this, with just one more patch that ties up loose ends, then work on a making a new version with new weapons added.
Other features that may be added, or might never come to fruition.
-Radioactive bites from mutants. (this is possible, and wouldn't be that hard to implement.)
-Gas mask filters that run out
-Batteries for flashlights and night vision
-The faction idea in the image above, the purpose of which is to blur the lines between factions in the game_relations script by adding intermediate factions.
In fact I should elaborate on how I think factions should work. I think GSC have focused too much on making them stratified groups. The factions in the Zone are merely ideologies and elements. Loners, being those who are self-dependent, are faction less, but could more-or-less fall into the grey areas between factions. For instance, you could have lone stalkers, for whatever reason, resort to robbery, extortion, and murder of other stalkers because of either simple greed, or because they've been shunned away from other groups of stalkers due to their poor reputation.
These vagabonds would look like any other loner, but would attack and try to kill other loners, and even the player.
There could also be stalker-hunters, who are mercenary stalkers, but not necessarily professional mercenaries, and therefore lack their level of organization. Stalker-hunters could be a faction that is specifically geared towards hunting the player, armed with a wide variety of weapons and tactics to do so.
In any case, these two factions would serve the purpose of adding an element of unpredictability and widespread distrust in the Zone, which is really not a place that someone trusts others in.
Now, as for the traditional paramilitary factions that are well-known as Freedom and Duty. I have other plans for them. Due to the fact that in SoC both Duty and Freedom are in a technical ceasefire, they could, and very well should use loners as proxies for them, like they use Marked One in the plot line of the story. Joining either Duty or Freedom would get the sympathizers of the other faction to be hostile.