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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style of gameplay (Games : Far Cry : Mods : FarCry Operation Clearing : Forum : Talk about the Game Operation Clearing : style of gameplay) Locked
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pvcf
pvcf Germany
Dec 20 2012 Anchor

i think i have a slightly different type for designing quests;

you like to drive?
-did u have a licence for ? --> if not, solve a special mission to obtain it
-u have a licence but vehicle is broken ? --> repair it with wrench
-u did not have a wrench? --> buy it in a store
-not have money to buy a wrench? --> sn atch one or solve a minimission / minigame to obtain cash
-vehicle is now drivable, you have the licence but no fuel? --> refuel it... jerrycan with fuel needed

...
and so on, i try to keep that logic even through ALL missiontypes.
i have no quests like "find a working switch combination out of 4 different colored switches" for example.
one questions from map "clearing" is for example:

"blow up a drug barons warehouse
a contact person, a skipper, have hidden a explosive for you in the harbour.
the warehouse is findable by following the road".

so, the next steps should be clear and logically, and work without radar tagpoints, that means you can now develope your own gameplay:
-learn the maps topography (find a harbour, find the road)
-search in harbour for the explosive, but because the harbour is guarded you have a minigame for yourself: how to inflitrate the harbour complex (the harbour in clearing is VERY big and FULL of living environment, also the place of the hidden explosive is choosed per random event, because i'm a sadistic person and like to play my game byself *g*).
if you can manage to kill a merc silently (i have special routines, if you kill a merc within one or two shots in short time and no merc see this, no alarm is given), you can probably find the explosive easier because on alarm the harbour will get reinforcement with a big truck loaded with mercs.

but if you a intrested player and find the harbour locker rooms for workers, you maybe change your suit to a workers outfit and can be more stealth in harbour (but loose stealth in nature and possible weaponslots because a worker with a rucksack doesnt fit, also all workers are civilians and civilians react to holded weapons and type by player ^^. so you maybe have to throw heavy weight weapons and or unneded things which slows you down (because of to much overal weight) on a place to pick them later up again.
but than you need a good secret place because weapons and items are destroyable so you better find a secret thrusty place for your camp.

knowing about the reinforcement you also can first try to find the truck and the merc base where this will be filled up and sabotage the truck...
after you have the explosive, you follow a road, or not and decide to avoid the road because the probability of colliding with merc patrols is very high, you maybe choose to go offroad.
the whole land is more or less flat, so no "game" corridors, you really have the choice: short&fast and brutal, or long way, slow movement, stealth, less violent. depending if you have a vehicle or not you may need some food for the long journey, which also blocks a precious weaponslot... you need more weaponslots? obtain a rucksack :) but now with 5 or 6 slots full loaded with health, food, weapons, tools, jerrycan, mines, map and what ever you can imagine, you are slow loke a cow on ice, especially on higher difficulty level, where also health influence the player fitness in RPG system...
reaching the warehouse you see its a fenced area...

i hope this shows the idea behind OPCL: explore and do what every you want but live with the consequences:
if you infiltrate the harbour like rambo, the whole map will be alarmed and better patroled by mercs which active search you.
all those elemts together with new weapons like placeable magnetic mines or fire engine or transportable food and health or dieger zipline in weaponslots gives a complete different gameplay, but NEVER a task where you theoretically NOT know how to solve it. it will always depend on your skill, equiment and difficulty level and daytime (because AI have really bad sight at night, but that changes if player passes is below a lamp, so, you can shoot a lamp or generally switch off or blow away the whole power infrastructure which have also consequences ....)

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