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Re: Standard Enemy equipment for a "Drop All" experience.[message #216268] Mon, 11 May 2009 04:07 Go to previous messageGo to previous message
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Messages:997
Registered:January 2009
I've been messing around today and came up with a working model for a drop all experience without ruining game balance. Here's what i've come up with so far.

Split the gun calibres (Apart from shotguns) between Enemy/Merc. What the enemy carry you cannot buy in Bobby Ray's or anywhere else for that matter.

The rare calibres the enemy use (10mm for example) ingame dealers will stock a few mags.

The way i see this working is the player making more use of Bobby Rays and not depending entirely on what he collects in the field, of course there will be times this may suit, but overall if you want reliable guns & ammo supply you will have to buy in your equipment. This way i hope you get the best of two worlds, a realistic post battle drop and not making the game too easy.

I've set drop all to 100% for all enemy guns, i've left the ammo at 50% to simulate a battlefield salvage.

Camo Kits/Flasks etc... i feel would be better left at 0% so as not to destroy the stealing feature.

I'm not sure what to do with armour and LBE, personally i'd put them to 15% or 0% in order again place more importance on B.Ray's. They would be fairly destroyed in a real life battle anyway...

The same with grenades, should they be left at 50% or upped to 100%?

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