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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pvcf Author

ok, what is this ?
thisis the new sleeping back "weapon". its expanded to a camping-weapon :D
if you use it, player builds a camp (previous picture) and go sleep, this will then save the game.
i actually think since some days, how i handle possible enemy interaktion, and also i tested it on many maps, finally in this indoor map :/
... not right...
ok, thinking twice... and third... and even more... i actually have in mind: what, if i simply forbid (like in water), to build a camp indoors ?
that would mean, no save possibility for player. (yes, i'm not a friend for savespots, quicksave key is inserted and working flawless, and actually i can limit it with a time between counter, but...
but what, if you go indoors, and you know, you can't save there, would this be... very very more immersive or just way to hard?
(please take in mind, that i also tend to build in a save on quit option, which you can also choose all the time).

a other plan is, that i make it area depending, so i simply change the model depending on indoor area to a simple sleepingback, without the camp structure around...

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Changing to a sleeping bag indoors would be ideal imo.

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pvcf Author

thank you for taking part on this discussion!!

in this case this sounds like the correct answer, especially considering the outdoor camp.
but, in reality: which mercenary would enter a building where he knows there are likely enemies, would pull out his sleepingback and go to sleep / rest ?
i'm not very comfortable with that, but ofcourse we need a solution...
but i still did not have a better one.

hmm, maybe a sleepingback covered with cartons or something like that ? :/

Reply Good karma+2 votes

interesting, would it restore your health and breath too?

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pvcf Author

it will decrease food.
it will restore breath.
about health, i'm not sure actually, because i'm not sure, if it will be a one-way "save-weapon".

if you could use the camp as often you want, health-restore would be bad...
hmmm, what about this idea:
once the camp is builded, you can use it on THIS place again after some cool down time (let's say 10 minutes).
that would allow the player to walk back (its open world), and restore health and save again.
if you need this camp on another place, you would have to search for a new camp-weapon ... ?

any ideas ?

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I sent you a personal message!

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pvcf Author

i get informed about pm, but not about written messages below pictures ;)

Reply Good karma+2 votes

Do please allow the camp to be relocated if the player is advancing a lot and doesn't want to go back a long way.

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pvcf Author

i really have thought about that topic, and i dont will allow that. it's because i simply want to force the player to think 10 times more if he really really want to "waste" this savespot NOW, and not later.
also i can now control the amount of saves / map by simply placing the needed pickups for: i simply place such a sleepingback inside a spot which i demand the player have to fight down!
remember: its a open world concept, and i can not control if player really go to the "intresting" spots and do his job. if he not do this, its ok, but he wont find a campingback ^^

for gameplay it will be like this: player have a sleepingback, discover a intresting location, use sleepingback (do savegame). then intrudes the location and get as reward some loot including a new sleepingback. now it is on his own, what next.
i simply will try to force a immersive exploring of the gamearea. that is the focus and highest priority, NOT fighting and gunplay, even if that is then the coregameplay from farcry.

will see how this work out. however, i have the possibility to give more lootable sleepingbacks depending on lower difficulty level.

it's NOT planned to force player walking back to his last campingspot.
this will only be needed, if player does not have managed to get the next sleepingback pickup.
those can (!) happen by following reasons:
-he was not carefully enough and destroyed the pickup (maybe i make sleepingback pickup undestroyable in lower difficulty levels)
-he have not enough transportation possibilities and choosed instead to carry other things, like meat or weapons, this will happen if the player does not explored the areas enough and does not equicked himself with additionally pockets or backpack. for this he deserves punishement ;)
(this also allows me now to control which "hotspots" in the open world he can fight down, because if he does not follow the instructions and go to spots which are not actually on his missionlist, he simply have not the needed equipement (weapons, transportcakacity, stuff he need).

-he does not found the backpack because he does not explored the desired "hot-spot", because he died or he does not have enough health to finish the fight or he was not clever enough finding it. thats exact the point where i say: ok, than you have try harder or load a earlier savegame and regret your last decission and play this all again.

and exactly this is the point where the gameplay starts: exploring, planning, testing, trying again.

Reply Good karma+2 votes
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