The L.U.R.K. team wants to provide the best possible experience from Stalker: Shadow of Chernobyl, we don't plan to skew the scope of this game, because I, like many others, fell in love with the game because of the story, the realistic gameplay, and the atmosphere. I plan to preserve and improve on that concept to the best of my abilities, and our team has vowed to do so as well. Which is why we took it upon ourselves to provide that experience. We want to fulfill a niche that's otherwise unfulfilled in the modding community. We want to bring as many features to Stalker without damaging or changing the original theme of the game. While improving upon that concept with features that were dropped off the development cycle from GSC, such as stealth AI, and a strong foundation for balance, as well as dynamic A-Life, and an unprecedented visual presentation that no other Stalker Overhaul can touch.

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Poll: Do you like my idea's? (62 votes)
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A few good idea's from a SoC player. (Games : S.T.A.L.K.E.R. Shadow of Chernobyl : Mods : L.U.R.K. : Forum : Suggestions : A few good idea's from a SoC player.) Locked
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Jul 6 2010 Anchor

#1: The sleeping bag issue, I know people loved it, so why not re-add it but make it so you can only use it in a building/underground that has a door near your character.

#2: Weapons: I'd love to see a few more older weapons, I.E: STG-44 (If possible) A kar-98K (German ww2 rifle, mainstay of their army, almost eight million were lost in russia alone due to abandonment, and dead soldiers.) and my personal favorite: A RPG-18 (Its like a law, one shot and you toss it.) The long forgotten Russian anti tank rifle.

#3: Call me a dumbass but I think the weapons go to quickly, I mean I've fired an AK-47 to 74 In real life, sub-machine gun variant and assault rifle variant I didn't have to clean it for days after firing it, and I didn't need to repair them really.. I mean the AK-74SU (Namecheck) Had a few jamups after day five but hell, five days of constant use o.0 (I was at a gunshow showing off my weapons, sadly I only had the semi-auto variants, no full auto.. damn american laws lol.)

#4: Zombies, I just want the good old slow moving head shot needed to kill zombies, thats all. I mean I dont want those ones that have poorly textured long arms that reach fifty feet infront of them.

#5: I'd also like to ask, where's my blasted artifact belt? Right now I cant seem to equip them, unless I need to buy the belt..

Edit: And what about party members? Is it at all possible to hire mercs?

Edit edit: Hey if you dont like my idea's point out which ones, I dont mind adding in other things people like.

Jul 6 2010 Anchor

#1. The sleeping bag allowed a player to recover full health without any consequences or sleep through a possibly dangerous night anywhere he wanted. The game's a lot easier if you're walking around at noon all the time.

#2. I don't really know about this one. I think the RPG-18 would be worthless though.

#3. Money's really easy to come by in LURK, so the only thing that regularly costs you anything are repairs and more repairs. Also, McClure mentioned that the implementation of a permanent 35KG maximum weight cap would encourage players to regularly drop their main weapon and pick up another, to adapt to the area/position they were in.

#4. You can still fight those in the arena, but nowhere else.

#5. McClure stated that he removed the artifact element of the game because after a while they made combat too easy and that it dulled down the game later on.

No, you can't hire mercs. If that was implemented, it'd just be a total waste. In most other mods with it, follow-player AI is terrible and sometimes they don't even follow you.

Edited by: KompressorIsCool

Jul 6 2010 Anchor

Ok thats that I suppose, Lock this up thanks :D

OH and I just realized, Is the UZI/Scorpion gonna be in this mod

Jul 8 2010 Anchor

KompressorIsCool wrote: #5. McClure stated that he removed the artifact element of the game because after a while they made combat too easy and that it dulled down the game later on.


Wow... your kidding me right, that's what made S.T.A.L.K.E.R. so unique. Sounds like I'm going back to 1.05...

Jul 8 2010 Anchor

I never really enjoyed myself the artifact-boosts, really felt too weird/unrealistic/unbalanced - not many hours into the game you can walk through bullets, or like in OL heal yourself with fire when you got enough fire resistance. This really, really turned me off so I played the game WITHOUT artifacts. Same goes for LURK 1.05. I'd love to see artifact cooking do a comeback though, so one can sell collected artifacts for an even greater profit.

As for the RPG-18, I support the implementation of M72 LAW too for one-shotting tough mutants [bloodsuckers really need a fix - need to be more vicious and maybe even more resilient. Haven't met controllers yet, but the one in the Catacombs was way too weak.]

Jul 8 2010 Anchor

I want the healing artifacts back, thats it. Like two max, It'd be useful, just make them super rare.

And another question: WHY are you people voting cookie? lol.

I want my uzi.

Aug 5 2010 Anchor

1) I loved the sleeping bag. If you have a problem with it healing the player. Remove the part where it heals the player. I liked it because when I needed to sneak. I'd find a safe, secure area. Then I would sleep. I believe we can all make a compromise.

2) I agree why not have older weapons. I mean old and I mean very old AKs are still being recycled in 3rd world countries that wage wars but are too poor to afford grade-A equipment. I mean if your a poor rookie wondering through the zone who can't afford a RPG-7 why not buy a one time use panserfaust for cheap? I mean think about it the MG-42 is possibly the best light machine gun ever built... besides the MG-3. I mean aren't the zone traders are always looking for a way to make a quick buck. So why can't they sell out-of-date equipment for the rookies?

3) I agree the weapons go relatively quick. Even for a gun nut like me. I mean AKs have some horrible and I mean horrible accuracy fired on full auto, but on semi they are a force to be reckoned with. The thing that makes the AK an AK is the reliability. The sucker can be covered in mud, sand, rust, and everything else that can jam a gun besides being dropped in water and still fire. I mean all weapons should be maintained but if a few rounds reduce a gun to a pile of metal and plastic. What's the point?

4) What makes a zombie a zombie? DUH! The bullet to the brain. I mean what comes to mind when you say the word zombie? An undead brain eating freak whose only way back to hell is a nice hot piece of lead to the head. I mean seriously who doesn't like fighting in the arena? But the enemies in the arena encountered in the arena came from where? That's right the zone. So why not have zombies in the zone? I mean if they can make the NPCs blow my head off with a makorav from a mile away. Why not add zombies?

5) Yeah I was disappointed but I believe the devs have their reasons. So why not give the "option" for those of us who want it. Like it was stated artifacts are a source of wealth or power. The wealth part anyone can figure out, but the power. Simple it gives power. I like the artifact belt because I enjoyed looking for those rare and I mean rare artifacts. Why because it gave me power.

Mercenaries... serious? I understand why not have someone fight beside you. I mean it does get a little lonely fighting endless waves of bandits and soldiers, but I also understand the part about implementing that kind of work. It's tough, takes a long time, and can create problems where they are not needed. So the way I see it. If you want it you add it. If it has problems... fix it.

Aug 7 2010 Anchor

mg-42 was not the best light machine built. It overheated quickly requireing regular barrel changes. It burned through ammunition (which would have to be added to this game) at an alarming rate. It was relatively inaccurate, and very heavy. Ultimately the mg-42 was inferior to its predecessor the mg-34 in every way save rate of fire and easily changeable parts.

The thing about "oh well millions of this weapon were lost in russia" is that these weapons would either need to A. be extremely durable and resistant to wear, which weapons like the panzerfaust and mg-42 would not be. or B. Continued to be manufactered or cloned well after their prime, which the AK was but most other weapons were not.

Aug 31 2010 Anchor

KompressorIsCool wrote:
#3. Money's really easy to come by in LURK, so the only thing that regularly costs you anything are repairs and more repairs. Also, McClure mentioned that the implementation of a permanent 35KG maximum weight cap would encourage players to regularly drop their main weapon and pick up another, to adapt to the area/position they were in.


35kg is actually a decent amount. There have only been a couple times when I hit the max weight limit. I can carry a handgun, rifle with scope, supressor, and grenade launcher, 10 medkits, 15 bandages, 5 antirad, 100-150 pistol rounds, 150 or so rifle rounds.

This is after I used Rayndeon's(sp?) scope sway fix, real bullet weight mod, and the recoil fix. I have been shooting for years, and so I gave the weapons recoil recovery times similar to how well I actually shoot. The scope sway was total BS. I was crouched and my scope crosshairs are all over the screen. I fixed it so that there is almost no sway when crouched.

Using the rk95 with these fixes, I can now own people with one or two shots, on master. I don't care for the 5.45 weapons, as they seem noticeably weaker. I also carry a 1911 usually, which in real life does not have nearly the recoil as in the game. It is now a great close combat weapon for if my rifle goes down.

Sep 1 2010 Anchor

I think they should add the Goto guys like in COP. I'm so sick of hauling my ass back and forth between missions it takes forever I'd be willing to pay big bucks ingame for a quick move.

Either that or the play should be allowed to use a segway

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