| 21:47:05 5 January 2015
Veteran of the Psychic Wars
On forum: 05/12/2007
Message edited by:
Clear Sky - Some thoughts|
Another big problem with the FW is actually the Stalker faction, believe it
or not. If you play neutral, and Stalkers manage to get a solid leg up into
Garbage, they can effective bring the whole war to a grinding halt,
preventing Duty and Freedom from beating up each other and the bandits.
The whole FW isn't that bad, its just that a single faction, neutral
to the 2 biggest factions, can bring the whole war to a standstill.
The whole Bandit/Stalker aspect of the FW needs a proper rebalance.
Yes, the Game is heavily biased towards the Loner ( Stalker ) Faction.
No other Faction has two bases with two Traders & two Repair Techs.
No other Faction operates a separate location ( Flea Market ) with a
Day & Night Trader, a Repair Tech & Guide in the center of the Faction
Wars. A veteran Player of SoC would never dream that the old, broken
down structure outside the Duty Checkpoint in Garbage, was the center
of the Faction Wars only 8 months before in 2011. The Flea Market is
the most important strategic location in the entire Game and should
never fall to outside forces. Helping the Loners maintain control is
paramount to the ( Mercenary ) Player controlling the big picture.
As the Loner Trader in the Cordon entices the Player to take tasks
against the Bandits in the Cordon, it is easy for the Player to get
involved in the Faction Wars and even join their Faction based on
the events in SoC. GSC intentionally did this just as much as they
intentionally gave the Bandit Repair Tech as the only one to upgrade
the SEVA suit. How many people ( myself included ) joined the Loners
in your first Game and then replayed Clear Sky to get the better outcome?
There is one strategic location in Garbage that can sink or swim the
Loner's Faction chances of success in Garbage. That is the Concentration
Camp ( Vehicle Scrapyard ) between the two level changers coming from
the Cordon. Kill the Bandits there, rescue the Loners and the Loner
Faction can get a foothold in Garbage that the Bandits have a hard time
stopping. Skipping attacking the Concentration Camp and going around
it ( recommended ) is the best way to achieve neutral/friendly relations
with the Bandits. Never approach the western or eastern openings of
this location. Only after you get friendly relations with the Bandits is it
safe to visit using the northern opening. You can retrieve the artifacts,
talk to the Loners ( even offer them a gun that they will not use ) and
talk to the Bandits. If the Bandits retain this location, generally Duty
and Freedom will leave it alone and the Loners will fail in their efforts.
As mentioned before, do not approach any level changer in control by
the Bandits. Wait until the Loners control the level changer in Garbage
before you enter Garbage to avoid being mugged or making the Bandits
go hostile if you try to run past them. If the Bandits control the level
changers to the Agroprom, Dark Valley, Cordon, Army Warehouses or
the Red Forest, they will rob you of money or go hostile especially if
you raise a weapon or try to run past them. This will happen even if
you are at the highest friendly relations and will decrease those by half
or a quarter of a bar. Wait until another Faction gains control to leave
for another level or wait for an Emission to take place. When you enter
a level and an Emission commences, go to the level changer you want to
get past controlled by Bandits and wait for them to vacate it and seek
shelter. Then you can pass through without trouble. The Emission will
still take place as you enter the other level and you will have less time
so do not be overweight so you can sprint. This is the only safe method
to get past a level changer controlled by the Bandits to go to other levels.
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