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S.T.A.L.K.E.R. 2 Ideas Thread.

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  03:02:11  7 June 2011
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nashathedog
Senior Resident
 

 
On forum: 01/31/2011
Messages: 8353
The zones number one predator

Maybe they can do some brainstorming and come up with some plausible ways that some of the mutants could have evolved over the last few years in order to deal with their own positions on the Zones evolutionary ladder and the problem they all share, Man.
We are still top dog, aren't we?
  05:32:22  7 June 2011
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Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
Messages: 5171

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And alos most important let BANDITS to be BANDITS, mug and kill everyone, not to be neutral with player, but if u wanted to help them you can talk to certain cahracter that will connect you with bandits so u can work for them.
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The major problem with Bandits in all three games so far has been their willingness, eagerness even, to kill off the source of their income.

They would NEVER kill loners except in self-defence. Loners are how the bandits survive. If you rob a guy today and kill him, all you'll have tomorrow is a slightly smelly corpse. Rob him and let him go and you can rob him again tomorrow.

I can understand loners attacking bandits on sight, but not the other way around.

.
  14:41:55  7 June 2011
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Alundaio
Sad Clown
(Resident)

 

 
On forum: 04/05/2010
Messages: 2230
They did it all wrong really. If the zone was real you would see lots of drugs, money, gangs, booze and prostitution. There wouldn't be bandits there would be different individual gangs fighting over territory, artifacts, weapons and anomalies. Not to mention gambling, blind-dog pit fights, loonies and escaped criminals. It would be a cross between Farcry and fallout 2.
  16:30:02  7 June 2011
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009
Senior Resident
 

 
On forum: 05/13/2010
Messages: 754

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prostitution
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Gay bars?
  18:07:46  7 June 2011
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Bladewraith
Senior Resident
 

 
On forum: 10/21/2010
Messages: 306

---QUOTATION---
They did it all wrong really. If the zone was real you would see lots of drugs, money, gangs, booze and prostitution. There wouldn't be bandits there would be different individual gangs fighting over territory, artifacts, weapons and anomalies. Not to mention gambling, blind-dog pit fights, loonies and escaped criminals. It would be a cross between Farcry and fallout 2.
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sounds like my local on saturday nights
  02:36:39  16 June 2011
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Shodan_Reincarnate
(Senior)
 
On forum: 08/01/2007
Messages: 53
STALKER 2 Content Suggestion.

I posted this as my contest entry, and i think i posted this idea somewhere else in here too.. want to run it here to see what you guys think.


Main/Biggest idea:

Pet Town / Safe House!

Depending on the story for STALKER 2, who your playing as and whats going on.. Have a rahter large side quest string where you meet up with a new group of scientist/explorer/STALKERS that are new into the zone and want to "set up shop" You run into them at some point and they basically hire you on as their guide and overal protector...

First chapter: (Pioneer)

"Help us find a good place to set up" (like one of the STALKER towns in the various games) You can take then to one of several locations in the map, locations like a small village(like the starting area in SoC) to some sort of large industrial building or group of buildings (like duties base in SoC) Looking back through the three games, there are lots of areas that at some point you think, "wow this would make a good base or fort..."
Anway, once you take them to the location of your choice, having to defend them perhaps along the way.. nothing too hard, sinceit would be early in the game, and well, NPC AI dont do well against strong opponents...Once safely to their destination, they thank you, mission done, perhaps some sort of balanced reward.. then.."come back later bla bla bla we might have more work for you..."

Chapter 2: (Home Sweet Home)

After say a few days of doing the main mission, some resting, you get a call from the leader of that group asking for you to come by, they have some more work for you. Once you arrive, the cheerful and obviously zone oblivious leader happily tells you they have a new group name and are likely to begin their work soon. One problem...They dont have enough supplies to perform the repairs and maintenance on the buildings as they thought they did. Holes need patching, windows need bording up, pretty much more emmision proof rooms are needed. Etcetera Etcetera, your given a bit of a "collect XX of these and return to us" We dont want this to be a boring mission, pretty much as your running around doing things, you can pick up good peices of wood, nails, metal plates bla bla bla, whatever is specifically needed for that mission, while out exploring and doing other missions.

Now, on the side, similar to CoP and the hunting for the weapon toolkits.. otherwords its optional and shouldnt get in the way of completing the main storyline. Collecting these items can be done either by finding stashes, clicking on props found all over the place(which can make them dissapear from the game world, as if you salvaged from it) or even baught from merchants. Toting around all those items will obviously take up room and weight, so it would mean more trips, more game time length, and obviously more time for people to play the game and enjoy it.
(Sure games can be played through multiple times, but not very many people do that, this way GSC can make a game that lasts longer, thus improving, usually, the ratings from people who like the game, no one likes a short game, or a game that cant be played after the main storyline is done, specially an open world game like STALKER. Obviously with CoP, GSC realised people like exploring the amazing world they have created and left the option open at the end, hopefully they dont forget to do that for STALKER 2)

Chapter 3 (Growth)

Now that you have helped your budding little pet town/group finally have at least a safe spot to spend nights in the zone... As in the basic fortifications to make a building safe against the elements, be it natural or mutant based...Reinforced doors, windows, roofs and walls...Blocking off potential hazardous access points that will come into play later.. To even lookouts and ammenities..Such as fuel and generators, and buildings\rooms or areas that serve specific roles...such as:

Bar/Gathering Area : Would have a NPC that could both serve as a food vendor and mission giver, could be the leader of the group in question.

Workshop: This would be for the main engineer of the group, either who comes with the group or you end up recruiting(running into a say a STALKER at one of the other towns who could use a job) The Workshop once manned could serve as obviously the goto place to get weapon and armor upgrades, and whatever else workshop related that might be added in STALKER 2..(Perform upgrades yourself with tools baught here?) This NPC can also give out missions for tasks related to fixing things in their new base..i.e. "Generator needs this part, pipes need that.."

Merchant: Merchant should start out empty i think, and you can choose from several candidates found throughout the STALKER 2 zone maps, each with their own pro/cons of service, so you can make some choice. Merchant room would start out empty, but obviously "fortified" like you see normally. Give out missions to widen stock of available items, and even bring in needed items for the development of the "town" (Guns, food, etc etc)

Armory/Guard House : Would require perhaps a bit of altering to the AI.. But.. basically, for the NPCs you recruit as the main guard force, can go here and upgrade their equipment by what you make available. That way, you can controll what they wear and arm themselves with. Would have beds,(like barracks) storage cases to put the armor and weapons in, which the NPCs can visit and upgrade either by command, or automated AI..(is it better then mine?) You see this a little in CoP AI, sometimes they would pick up fallen weapons and use them.)

Gathering/Social Area: If not merged with the room the bar is in, this would be the general gathering area for "idle" activities. Sit around play music by fire.. chat and eat.. bla bla...

Labratory/"Point of coming here" Room: This would be, once the the background is fleshed out(dont want it to conflict with primary storyline) This would be the room where, if its a new scientist group, say, a group that snuck in under Russia and Military's radar... Who wants to study the anomolies and make a use for them...basically a new scientist faction..This room where their "work" would be done, and possibly give out "find artifact" missions and what not. Could also be a communications/hub room for the group if they are trying to establish some sort of connection for the outside world to get atthings inside..Will probobly be either scratched, or improved with a better idea if worked with by GSC.

At this point in the mission string, it would basically be doing missions to improve the various facets of the groups services and help them with their work, all while helpign them defend their town from raiders and mutants. Eventually you will run out of "We need to improve this, or need that" missions, and be left with basic merchant missions of "find me this artifact, get me these items...To, which is the important part, "Defend from incoming attack" missions, which can either be initiated randomly, kind of like the Clear Sky missions, or by talking to a certain NPC, like Wold from CoS, to initiate the incoming attack.. So that you can both test your defences and strategy for the town, and well, provide needed action once the game is over. Pretty much leave stuff to do with/for them so that theres lots to do after the main game is done.

I want to get peoples ideas, suggestions and opinions on having such a available gameplay facet in STALKER 2. I liked the idea of working for a faction and improving your standing with a faction in CS, when it worked that is..Pretty much take the entire chunk of missions from one of the factions in CS...turn it around and add it as a secondary option in STALKER 2... but this time your there to start out that faction and have more control and emersiveness in how they develop...

Hopefully there are enough people here reading this forum to help develop this, and I will try to push word of this up to the "right people" any way I can...Really.. if you want something done, then work for it...
I may not know how to program or code, never took that in college, but damn it if I can learn programs fast. Hell, if GSC likes this enough to add to their game to add more "meat" to STALKER 2...I would offer to help with the work on my part.. heh.. basically I can do all the building and design of the base locations and prop placement.. while they do the hard stuff.. the coding and programing for the mission and AI (lol)

So yea, hopefully the one GSC guy who runs and visits the forum will see this.. and I will check out the facebook page and tag this there.. hell might even email GSC and offer my services. They have done an amazing job with STALKER series so far, and they dont sound like that big of a outfit.. like the major game names. Personally.. I like games that are designed out of passion.. not for making money... so much to be said with that line alone.

Have fun.. and remember.. no trolling or flaming LOL
  02:28:10  18 June 2011
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nashathedog
Senior Resident
 

 
On forum: 01/31/2011
Messages: 8353
Shodan Re-incarnate,
Hello, well that was a long read and to be honest I dont really see anything stand-outish or original in what I read. Basically you are talking about helping create a base(Of which there are numerous examples) somehere in the zone. Are you a sims fan by the way? I cant really see much more than a few side missions being created and basically another base like any other that you visit on occasion. The distraction that you think this idea would create in-game in terms of lengthening would be miniscule so, yes maybe if you expanded your vision into something of which this is no more than a small part of you might have the start of something worthwhile, but on its own nah.Theres not enough there to attract and keep a player interested. So shrink that idea into a smaller part of your vision of what you can create for the zone and add some more, Good start just out grow the village vision. I noticed no-one else has replied to this and I am now thinking of deleting mine. Because my opinion is just that, my opinion, It is not right or wrong just mine so dont let my negative comments extinguish that creative flame the next opinion might love it(I bet he's a sims player though) Anyway good luck and keep on thinking.
ADDED BIT: Sims am I thinking of the right game?
  01:59:33  21 June 2011
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Shodan_Reincarnate
(Senior)
 
On forum: 08/01/2007
Messages: 53
Yes lol, I do.. well did play the sims alot. Fun to build things, but since I didnt have education in how to use 3D modeling programs, i was limited to what the core game and expansions offered, and teh rare mod that added new items.

Now as far as your opinion and suggestions concerning my idea.. Yea.. I guess I am excited about it and have yet to actually do any detailed plans/blueprints if you will... I actually am in contact with Joe Mullin, who does work for GSC, is not physically located in the "office building" where the main force is, but apparently heads several tasks as well as the Facebook page. He had me give him the idea in a document form and email it to him, which he will then forward to someone named "Oleg" Who would then look at it, then if all goes well, forward it up to another person named "Sergiy" Who apparently is the one with the final decision..

Once I find out if their interested, then I would work on my "plan" to bring it beyond just a rough draft idea.. maybe even get help and suggestions from others who are interested in this idea. Basic break down of video game design... you got your artists.. your got your coders and you got your designers... I cant code, heh, havent gone to school or taken online courses in coding yet.. not much of an artist.. but design? Hmmm well I sure can pump out the ideas and have been playing games back in the day of text based "games" on computers with a single colored monitor.. so I have been around the block.. alot.. XD

But please, give me more input on my idea, what to move away from, what to focus on.. I love the survival aspect of games liek this, and apparently STALKER 2 is going to focus alot on it.. So yea, i want to be apart of that I guess ^_^
  02:10:11  21 June 2011
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Bladewraith
Senior Resident
 

 
On forum: 10/21/2010
Messages: 306
But please, give me more input on my idea, what to move away from, what to focus on.. I love the survival aspect of games liek this, and apparently STALKER 2 is going to focus alot on it.. So yea, i want to be apart of that I guess ^_^
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the concept is ok, but needs improving, how about, the bar set up is simple, but the tech and traders are key to making it a decent sideline, the tech would need you to find tools like in COP but you could also incorporate the weapon schematics from CS, the tech needs the diagrams to fix and modify certain weapons, also the possible extra items, like, a box of AK parts means special upgrades that only your tech could offer, things like that.

the trader is another drastic change thing, maybe a side mission for it would be you can find people that can bring in supplies and you can organise the best people, this could drastically change things, like one guy handles in a day but is expensive and another ischeap but takes 3, and a middle guy is half and half, but you could go find these people and make the decision on behalf of the trader, you could also incorporate different traders for NATO kit to warsaw, but that might over complicate things.

just my two cents

certainly improves on the find some tools from COP, and makes the blueprints
  04:27:49  21 June 2011
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Shodan_Reincarnate
(Senior)
 
On forum: 08/01/2007
Messages: 53
Not Sure if i made it unclear.. well.. I obviously did make it unclear lol.. But the ideas for what the tech, bar and traders have as far as work is exactly what I wanted.

Trader wise, you can choose from different traders, each with their own agenda and each able to offer something different the other cant...selection and pricing for normal stuff, what they can import like the guy in COP(forgot his name) and perhaps even side quests that affect the unity of the people there.. One trader may even have contacts in the bandit/criminal side of things, and this causes trouble.. etc etc..

Tech yes, have the "find me tools/parts for this and that.. I will be able to help you" as well as for doing things for the town itself...get a generator running to improve lighting..fix a welding machine.. etc.

Bar wise.. the barkeep can be alittle more open as far as what he does and what you can do for him.. that would obviously be fleshed out once it gets to the planning phase... Havent even made a story/plan for who the group is and why they are in the zone.. mainly becuase that would require me to be "in the know" with the devs making stalker 2.. since I want this to compliment the main storyline, not just be a chunk of stuff that doesnt fit in.. want it all to fit and flow organically with the story.. heh not.."theres enough room over there, lets fill that empty terrain with a town and have them do stuff.." kinda thing




---QUOTATION---
But please, give me more input on my idea, what to move away from, what to focus on.. I love the survival aspect of games liek this, and apparently STALKER 2 is going to focus alot on it.. So yea, i want to be apart of that I guess ^_^

the concept is ok, but needs improving, how about, the bar set up is simple, but the tech and traders are key to making it a decent sideline, the tech would need you to find tools like in COP but you could also incorporate the weapon schematics from CS, the tech needs the diagrams to fix and modify certain weapons, also the possible extra items, like, a box of AK parts means special upgrades that only your tech could offer, things like that.

the trader is another drastic change thing, maybe a side mission for it would be you can find people that can bring in supplies and you can organise the best people, this could drastically change things, like one guy handles in a day but is expensive and another ischeap but takes 3, and a middle guy is half and half, but you could go find these people and make the decision on behalf of the trader, you could also incorporate different traders for NATO kit to warsaw, but that might over complicate things.

just my two cents

certainly improves on the find some tools from COP, and makes the blueprints
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