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Suits and Armor in Stalker 2

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  19:18:02  21 February 2011
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Xseven
(Novice)
 
On forum: 02/14/2011
Messages: 42
Suits and Armor in Stalker 2

Currently we are acustomed to several suits in the Stalker universe like the sunrise, freedom and duty, bandit jacket, army and merc, exos, monolith and scientist.

So who would guess what we will find in the next stalker series and what new suits or armor would you like to be introduced or your opinion on this matter.

New artifacts pocketing system like helmet, armor or belt separated according to artifacts abilities? or upgrade item hunt for suit instead of just tools? or new segment for suits, not just armor and helmet separated but also added new glove and boots?

Let us discuss. hopefully there arent similar topic but let just say its not just for the dev but see this as ref for our fellow modders too.
  21:41:03  2 March 2011
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131
This seems like the perfect thread for me to throw my two cents:

I was thinking about exosuits. Obviously those things would require some sort of an powersource, batteries or powercells or such?

I was thinking in the line of upgrades, would be cool to have few alternatives to upgrade these suits.

So here is my idea:

A basic exosuit would require batteries/powercell.

As an upgrade, you could either have a rechargeable powercell, which for example could be recharged in a electro anomaly.

The other type of upgrade could be a solar recharger unit, which would recharge the suit batteries slowly and only during daytime.

Obviously, installing night-vision unit, new servos etc would increase the power consumption on the suit, so having alternative recharge methods would in some cases be an advantage.

Well, thats something I've been mulling around.
  15:46:24  3 March 2011
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Xseven
(Novice)
 
On forum: 02/14/2011
Messages: 42
Someone has put up some idea on power cell like the headlights and NV by using a hand held dynamo like the one in Metro 2033 game. I like how they can add up the realism with power cell to powerup lights, nv and even suits.

Scientist bunker could also provide such service to the exos.

Another thing I was hoping for Stalker 2 suits and armor is that the armor display/looks on character would change to deffer if the character has upgrade their suits. Like if the sunrise suits were to upgrade their armor by adding extra kevlar the suits should look thicker. This will presumably to have a lot more character variety without having to change what stalker used to wear.
  03:37:04  6 June 2011
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nashathedog
Senior Resident
 

 
On forum: 01/31/2011
Messages: 8353
Maybe you could have exo's powered by artifacts that wear-out so you will need to replace them every so often, you could also give the suit extra enhancements based on the type of artifact used and the level of artifact. For example a night star will increase suits strength but not as much as a gravi or goldfish would, and a firefly increases armour protection, a flame impact negativity, shell group enhances suits energy expenditure? All just ideas. The suit would have its own battery/artifact container cause you could still give it basic power from batteries(you buy from traders) and replace them with artis when and if you feel the need. I do think the artifacts should degrade though, Maybe over time a top level arti could degrade to a mid level then a low level then a useless husk, ie: goldfish-gravi-night star-husk(empty) Throw it away or chuck it into its associated anomaly and after the next emission an extra one in that anomaly.
  04:53:45  6 June 2011
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Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
Messages: 5171

---QUOTATION---
This seems like the perfect thread for me to throw my two cents:

I was thinking about exosuits. Obviously those things would require some sort of an powersource, batteries or powercells or such?

I was thinking in the line of upgrades, would be cool to have few alternatives to upgrade these suits.

So here is my idea:

A basic exosuit would require batteries/powercell.

As an upgrade, you could either have a rechargeable powercell, which for example could be recharged in a electro anomaly.

The other type of upgrade could be a solar recharger unit, which would recharge the suit batteries slowly and only during daytime.

Obviously, installing night-vision unit, new servos etc would increase the power consumption on the suit, so having alternative recharge methods would in some cases be an advantage.

Well, thats something I've been mulling around.
---END QUOTATION---




Might be simpler to have exos power themselves. The act of moving around whilst wearing one, using piezoelectricity, could power the thing.

.
  21:48:28  6 June 2011
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nashathedog
Senior Resident
 

 
On forum: 01/31/2011
 

Message edited by:
nashathedog
06/06/2011 21:50:24
Messages: 8353
Is simpler what we really want though, I thought of the movement idea(my watch has it)but the power output needed to run an exo? Realistically a car battery probally wouldnt do it you'd need some sort of running motor added(the tech for this isnt yet there otherwise wouldn't our military have perfected things like the jet pack by now(google it and have a look) But through the zones artifacts they found such a power supply as exampled with the Gauss, Its just another possible use for it thats all.
EDIT: "Another example of the zones contribution to the worlds development" As the freedom crew would say
  02:20:18  7 June 2011
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Bladewraith
Senior Resident
 

 
On forum: 10/21/2010
Messages: 306
i think a movement powered Exo could be a potential but very expensive upgrade, the player chooses whether he wants to pay for new batteries or pay for the upgrade
  14:48:49  21 June 2011
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nashathedog
Senior Resident
 

 
On forum: 01/31/2011
Messages: 8353
I would like to see an increase in usable artifact slots in addition to your belt maybe as said earlier your helmet could have a slot or two specifically for psi artifacts, your rucksack could have one or two for weight changing artifacts this would help improve the effect level of other used artifacts on the suits belt by allowing you more room for more artifacts. I was a bit disappointed with the artifacts in vanilla cop because the effects felt by artifacts like the health versions seems a lot lower than in the previous games. ie: Firefly in use would seem to have no discernable effect on your health bar unless you sit and wait for ten minutes, making it of no use in a fight or anomaly area, In Clear Sky you could use a couple of Fireflys and see the bar rise immediatly. Even the Heart of the Oasis. I sat in the Oasis itself testing its abilitys and yes believe the hype but the Heart is another story, Its only real use(I found) was as a hunger quencher. So although on paper the numbers for artifacts like the health and the wound variants are pretty much the same in COP as they are in CS the actual effect felt has diminished significantly rendering them as no more than money spinners, Thats a shame.
 
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