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Re: Ideas for the next update to Arulco Vacations[message #361422 is a reply to message #361419] Thu, 01 October 2020 02:46 Go to previous messageGo to previous message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
Location: Home Free
Quote:
- The rest of the Characters of Vietnam SOG'69
- The rest of the new characters from Flugente's Magika Workshop
- Miguel's Deputy skill is improved to Squadleader and the Leadership number is 100, Level 8 Experience
- Carlos has Level 7 Experience and his leadership being second in command is lower than Miguel but at 86 it's still a very solid figure
- More enemy screams when losing hitpoints (I recommend from The Delta Force series, There's plenty to choose from)
- Arriving at Aruclo at early morning (I pick 0200)
- IMP gear selection
- A 100 round Thompson Submachine gun
- Due to "Cougar" background in weaponry and being (Presumably) MERC's top performer, His Auto Weapons skill is improved to Machinegunner. I also gave one of the options A 23E with AR Suppressor. Coupled with his Stealthy Trait, That equipment will turn "Cougar" into a Stealth gunner
- Scope's Marksmanship is 100
- Bubba has 100 Strength, Bull has 99 and Steroid has 98
- Reflecting Len's past in the Green Berets, The Elite Weapon of Choice for him is now the M60 (Remind you of another fictional SF Operator? Hint: His first name is John) while Ice's Elite weapon is the M249 SAW
I appreciate all ideas. At the moment, however, I am playtesting v1.2. I had been totally overhauling every map sector (I'm halfway through). A problem with random items put the kabosh on my motivation for that. I was trying to give the mod more re-playability by random weapons and items - I randomized almost everything into a multitude of groups of things. As well, I was re-working every map sector with the knowledge I've gained in the past 5 years with the intention of making each one interesting and unique in it's own way - so that a diversity of tactics need to be used throughout the campaign.

Anyway . . . so I'm playtesting all the other changes I've made - a lot of the changes asked for by players, but not all . . . we each have our own 'relationship' (can I use that word? :-) ) with the characters, and the game/campaign, after so many years. Some of the changes to the starting gear that you mention are, to me, motivations to advance that character in-game to get those things. I might at a later date re-work every character's 'elite' gear kit to be the 'very best in-character' setup possible, but not for v1.2. I want to get this out before Chritmas, and when I started this series of updates I was hoping to get it out last Valentine's Day at the latest!

Oh, the enemy screams . . . seems there was some bug or glitch or other that kept the other files from playing . . . but they started playing a while back with Sevenfm's new executables (he must have cleaned something up that fixed that problem for me).

[Updated on: Thu, 01 October 2020 02:48]

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