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Re: Covert Operations Items too advanced[message #362774 is a reply to message #349130] Sun, 28 March 2021 18:34 Go to previous message

Registered:June 2008
Flugente wrote on Fri, 03 March 2017 22:10
As a result, we use item coolness. Allowed maximum coolness is 1 + uniform modifier + current progress/10 (rounded down). The modifier for enemy uniforms ranges from 1 (admin) to 3 (elite). If you carry an item with a higher coolness (that does not have the COVERT flag or is in LBE with the COVERT flag), you will be uncovered. This behaviour is hardcoded.
Using "game progress" in this implementation makes absolutely no sense. When you play the game on "Very Fast" item progression, the red shirts will have AK-47s even mortars on the very first battle after Omerta and you won't be allowed to use their equipment when disguised as a red shirt. It's super unrealistic. The enemy would be equally suspicious if one of them is using a crappy rifle for some reason when everyone else in their squad are using better armors, AKs or better guns with multiple attachments. Using coolness and shirt colors is fine, but the method is problematic. Why don't you simply limit max. coolness for each shirt color instead? E.g. for yellow shirts max. allowed coolness could be reduced by 3 pts, for reds 2 pts and for blacks 1 point.
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