| 01:50:55 11 March 2018
Official Stalker on Facebook
On forum: 05/12/2007
Message edited by:
Shadow of Chernobyl on a Laptop ( 1.0006 )|
What I do is I usually always have Companions. However I use them as I travel, entering and leaving levels as fire support. When I arrive in a level I usually find a safe place to park them. I get them to "stay" there and I am free to go out alone and do as I want. They are too slow too take with me on most operations but whenever I escort Scientists ( who are slow too ) I will take along my Companions for fire support to protect the Scientists.
For example in the Cordon, I will leave my Companions in the same building as the Repair Tech but all the way down the hall right next to the jail cell. I will also get them to duck around the corner out of visual sight where if any enemies do enter the building, they will not see them. In the Marshes I will leave them at the Fishing Hamlet where I keep my main stash since the Clear Sky Base has none. In Garbage at the Checkpoint LC inside the trailer. I may assault the Bandit Base Hangar by myself but once inside and having defeated all the Bandits, I will call my Companions to join me. They arrive as I'm looting and cover me and we leave together as I may be overloaded and having to move slower.
In the Dark Valley I'll leave them far south at the Pig Farm and may call them after I defeat the Bandits at their base and need the same overloaded escort departure. The Freedom Base HQ in the AW serves as my parking spot in that level. In Dead City I hide them in the jail cell above the Merc Repair Tech. In Limansk, hidden on the 2nd floor corner of the Clear Sky "Bandit House" where I'll lay down a knapsack as my main stash. In the Agroprom at the Loner Base all the way in the back behind the two cylinder structures on the ground floor. In the Red Forest in the bathroom hidden underneath Forester. Yanov Station basement for Jupiter and the Skadovsk for Zaton are no brainers.
There's just a few levels I feel less comfortable leaving them at or for that matter lingering for long periods of time. Truck Cemetery is one of them. I've lost more Companions in that level than any other. Emissions and Psi Storms are terrible on Companions too since they have trouble getting inside trailers and metal containers other than the one in the upper north-east corner that I make my main base. Likewise I don't like to linger in Yantar due to the non-stop Zombies & Mutants.
Even if you don't like continuous Companions, as you probably know they are great to sell junk weapons to since they buy stuff at somewhere around 60-70% or better condition as opposed to everyone else who seem to demand 85% ( approximate numbers ) or better. In other words, hire them, sell them crap, un-hire them.
As you may have discovered, you can't have Companions, leave them in one level and go to another. They behave erratically and may not be there where you left them when you return. For that reason, is why when leaving a level, I take them with me and then park them in a safe place. I also use my Companions to carry extra ammo and supplies so I don't have to. I always make sure they have superior weapons but never give a Companion an RPG-7 because they become idiots.
I don't believe dead bodies count for anything in determining re-spawn numbers.
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Eventually I want to provide more information on my SoC Mods and what I discovered but not for awhile, once I get back to my Game.
https://www.facebook.com/officialstalker/ ❖ https://www.facebook.com/tejas.stalker
| 00:57:00 10 March 2018
On forum: 09/22/2007
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Yes, I have noted how Dead City works. What the "Assault" task goes then I quickly found out that finding the correct Star-loner (Loners are Green) and ask him to follow me would trigger "Task completed, return for payment" Only once I couldn't find out which Loner was the target as it's the building they stay in that seems to be the target. I took a few Loners on a 'visit' at the Monoliths, when they got killed I returned to their building, this time "Task completed" was triggered when I asked a Loner to follow me so I could return to the Mercs and get my payment.|
When going from Cordon to Garbage I usually go through the Western transition point and then through the small vehicle yard, that way I can check the two anomaly spots for artefacts. I then head to the road and over the pile at the bus stop thereby passing between the two groups of mutants (there are often mutants in the bus stop.) I go down between the two huge oil tanks which give me a good point for taking down eventual enemies in the ruined building and at the transition point. On the way from Garbage to Cordon I go through the military checkpoint as the building gives good cover when taking them down.
It's a long time sinse I was in Darkscape the last time. On my first visit I took out the BTR using a few F1 grenades. Pretty boring place, wish they had used the version in LA, secret tunnels and all. The tunnels could be a good place for targets to hide out with a few body guards, maybe make a tiny bandit base in the cabin in the woods. IMO it would make more sense having the bandits in the Cordon factory (the one Sid tells you to clear out) coming from Darkscape instead of Garbage.
What companions goes I only use them when forced to like if I get an assassin task. You know, tell them to follow me and lead them somewhere where mutants or my enemies (soldiers/bandits/Monolith) will kill them.
Looks like it doesn't take much time for a base to get refilled with NPC's if one leaves a map. I cleared out the bandit base in Dark Valley, went to Rostok and slept there, returned to Dark Valley and found it fully manned with bandits again.
Edit: Does corpses count towards NPC's? -meaning a camp is at its max with say 20 NPC's (not counting visitors) but if there are 3 corpses of the faction belonging to the camp then there are only 17 living NPC's.
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