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Re: Alternative Gun Progression[message #268257] Tue, 14 December 2010 15:02 Go to previous messageGo to previous message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
Update:

New Items.XML is completed, trying to match the inventory of BR and other traders to the BAG-Pro system of "periodes".

Prices and numbers were changed too. There is no more discount for "crappy weapons", means pistols and non-sniper rifles in general are more expensive, and no more discount for Russian products, so eastern weapons cost about the same as comperable western designs. In return most of the modern weapons became much more cheaper by only taking into account the "naked weapon" that you get from BR, not the fancy attachments that make these weapons so expensive.

I have also seriously upped the numbers for standard equipment. The "1" for most items in BR's "normal" settings always was the main reason for me to choose "awesome" instead because when going to buy, say, helmets I don't need one helmet and another one next week but 12 or 15 helmets now.

I have started a new campaign and will do some testing; if everything is as expected I'll upload it with the new package.


I have also started to work on changing the maps myself; because no one volounteered Wink. Changes include findings, enemy equipment, and enemy orders.

Findings now should match the periode of progress. Of course it is impossible to predict when each sector will be visited the first time during a campaign. So I went for a approach by rows: Until row E (that is Omerta, San Mona, Drassen, Chitzena, the two SAMs, and the possible arsenal south of Drassen) findings will be pre-1950 technology. Rows F to K, that is Grum, Cambria, Alma, Tixa, and everything around, features about 1950 to 1980 technology, everything south of that the modern stuff. As usual you can stock yourself up with some advanced weapons by raiding Alma early on, but because ammunition is periodized too, neither the enemy nor any of the traders will drop/stock the respective amo (7.62 and 5.56) until progress 5 to 6.

The loot from Arulcan military facilities is matching the stuff the enemy actually is using. Because that would often not realy be a booty of to speak, when for example the enemy in battle had dropped five Garands and you find a sixth of it in the respective ACA building, boxes and the like that would be considered enemy deliveries often hold a lot of good enemy equipment in 100% condition, as if you had ordered it from BR. There are indeed a few places on the map where you can re-equip your entire team to new standards.

The random weapon arsenals, or barracks outside cities, such as E11 or H10 are always setup by a certain motto. For example, H10 is the barracks of Deidranna's "Desert Rats" where you can find a lot desert camo stuff that the enemy otherwise not is using.

There are also some "rebel weapon caches" were you can find Russian weapons, what otherwise are not used by the enemy.


I have also changed enemy equipment on the map in the way that there are only very, very few enemies with pre-placed equipment, and none with pre-placed weapons (only applies to the army, not to rouges like Kingpin's mob or the hillbillies). I have also set the relative equipment level for all enemies to "average" to prevent from occasional to early droppings of very advanced equippement on the one hand, and sticking to completly outdated stuff on the other hand.


While I was on it clicking on each of the 32 foes per map, I have made some changes to enemy orders and attitude. My goal was to make the enemy soldiers less sticking to the position they start the battle on and make them behave a bit more cooperative. This is first of all meant to get rid of the usual last hardcore campers that you have to search for across the entire map after the battle essentially is over. I not only consider them nothing but a nusinace for the player, I also don't think that these do the AI any good because they effectivly reduce its manpower in the main fighting.

The default order now is "Seek Enemy", what means the enemy is free to wander the entire map and respond to other enemies' sighting of your team. The default attitude is "Brave Aid" what means he prefers to open fire as soon as he sees your team (instead of searching for cover where there is none) and will call other enemies for help.

The experience from my first battles with these settings indeed make a much different gameplay. Battles can be much easyer, when all enemies happen to run into your MG; but they also can be much more difficult when after the first contact 32 enemies close in from all directions. In general battles, in particular at daytime, are more "hotter" in the way that after the first shot the game often doesn't return into realtime and give you an extensive firefight with all enemies in the sector until the battle realy is over.





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