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

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  08:41:18  27 April 2011
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Derranged
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On forum: 04/12/2010
 

Message edited by:
Derranged
04/27/2011 12:58:17
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S.T.A.L.K.E.R. 2 Ideas Thread.

I just felt like creating one of these threads.


My Ideas.

From The Old Games.

1: Bring back the old In-Game ranking system from Shadow Of Chernobyl.
2: Allow Faction change from Clear Sky.

From Me.

1: Being able to re-name your own weapons for a price (I just feel like carrying around my own type of gun).
2: Bait so that you put it on the ground and a random type of mutant comes around which you then will be able to kill and take whatever it is carrying (Like a boars Hoof, Bloodsuckers tentacles, etc).
3: Another one of my ideas would be to release DLC packs instead of having to release a whole new game just to show off anything new that they have finished. Maybe the DLC's could include extra side missions, different story lines which you can select when starting a new game, etc.

So yeah, what do you guys think should be added to the second game?


Maimans Ideas:

I say customizable stalker suits!

The customizations may not give you so much as a stat boost but they will customize your suit to look more... you? Maybe choose camoflague, patches, trims, decoration items, whether it has a hood or not, whether you wear glasses, etc.

But then they would probably for optimum immersion they would have to add randomized combinations of these options to the npcs...

They probably won't add anything like this.

On a more real note, random and replayable fetch/kill/find quests such as in CS or SoC and more labs...

Also add maybe five new guns or five new mutants or maybe two new suits, don't need much, just a few things to shake our games up a bit, maybe just replace every item with a new item, it is a sequel after all, can't just give is the same old shit (tm)


Halon

Being able to "read the elements" of things that are about to happen would be great. For example half an hour before an emission begins, you should be able to see animals starting to run around like crazy and birds trying to fly away. Or certain marks on the ground for example that could allow you to understand-if you're observant enough- that a mutant is around there somewhere. And in the same category is Derranged's bait idea.

So this, wouldn't particularly change the game in it's essence for new guys to stalker, but it would be a great addition that would give even more immersion as the player gets more used to the environment of the Zone.
  09:29:43  27 April 2011
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Maiman
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On forum: 01/22/2008
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I say customizable stalker suits!

The customizations may not give you so much as a stat boost but they will customize your suit to look more... you? Maybe choose camoflague, patches, trims, decoration items, whether it has a hood or not, whether you wear glasses, etc.

But then they would probably for optimum immersion they would have to add randomized combinations of these options to the npcs...

They probably won't add anything like this.

On a more real note, random and replayable fetch/kill/find quests such as in CS or SoC and more labs...

Also add maybe five new guns or five new mutants or maybe two new suits, don't need much, just a few things to shake our games up a bit, maybe just replace every item with a new item, it is a sequel after all, can't just give is the same old shit (tm)

http://www.youtube.com/watch?v=WsFswQ7W81c
  10:59:22  27 April 2011
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Derranged
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On forum: 04/12/2010
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I agree, customizable suits would be pretty good to use but it might be too much of a hassle for them.

Another one of my ideas would be to release DLC packs instead of having to release a whole new game just to show off anything new that they have finished. Maybe the DLC's could include extra side missions, different story lines which you can select when starting a new game, etc.
  12:33:08  27 April 2011
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Halon
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On forum: 12/13/2010
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I think that I've posted this a while ago in a mod discussion thread, but I'll say it again here:

Being able to "read the elements" of things that are about to happen would be great. For example half an hour before an emission begins, you should be able to see animals starting to run around like crazy and birds trying to fly away. Or certain marks on the ground for example that could allow you to understand-if you're observant enough- that a mutant is around there somewhere. And in the same category is Derranged's bait idea.

So this, wouldn't particularly change the game in it's essence for new guys to stalker, but it would be a great addition that would give even more immersion as the player gets more used to the environment of the Zone.
  12:57:34  27 April 2011
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Derranged
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Nice idea, I know that this thread will most likely not be read by GSC but nobody knows if they will.
  14:55:57  5 June 2011
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nashathedog
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On forum: 01/31/2011
 

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nashathedog
06/05/2011 22:08:12
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Being able to bait mutants is a good idea, I'm not sure what a DLC stands for but if I'm reading it right you mean an add-on, an extension for the original release, That would be good(wouldnt it cause problems for modders though?) Anyway there are some good ideas here but as you say its a shame they dont read our stuff(English language).
EDIT: The SOC ranking system gets a thumbs up aswell, really there is so many good points through-out the series that if you did manage to get it all together STALKER 2 could be unbeatable, Still whatever they create for the next instalement I hope they leave it as easily accessible to modders as the first three have been. That is one of STALKER's best attributes, What you guys have been able to do with the series, I have only been on line for a few months(first time ever) and I'm amazed at what I have been missing out on, Stroll on stalker 2
  14:41:29  6 June 2011
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Alundaio
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On forum: 04/05/2010
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Dude you are completely new to the internet? My god. I remember I was like 11 or something. Those were the days, when the internet was bright and shiny and you could pick up chicks down the street via AOL.

On-Topic:

Better AI. A majority of the AI in STALKER is actually unused. They did all this neat stuff with relations, factions and reputation and didn't use it. The panic system is whacked out. The job system is great but it has some serious flaws and the wierd group thing they did in Pripyat is kinda ridiculous.

If I were to make this game, I would have stalkers randomly meet up with each other or bond relations just like the player can. This would be much better then randomly spawning a group of stalkers to follow each other around. Squads are stupid. A buddy system would be much more enjoyable.

The buddy system:

1. Stalkers can form relationships with other stalkers
2. Stalkers will travel with their buddies
3. Sometimes they will split from their buddies to do other tasks
4. When separated they can form other relations with other stalkers
5. This can create squads of mixed factions

This way it will make the zone seem more alive and the stalkers more unique. The player will see from his perspective stalkers being more alife.

Another thing I would like to see is diversity in each faction. I'm tired of looking at the same suits and faces and knowing exactly what rank and community they are.
  19:45:30  6 June 2011
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nashathedog
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On forum: 01/31/2011
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Alundaio

I just deleted my last post here I think I might have misread and mis-understood what was written by you previously so I wish to apologise. I'm sorry
  20:24:09  6 June 2011
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Roadkilll
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On forum: 05/27/2011
 

Message edited by:
Roadkilll
06/06/2011 20:25:44
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It would be nice if your character would just be a regular stalker instead of brainwashed , or military agent , and being harassed by 1 faction( like in CS, they r using u to achive their goal).
Also , customizable suits sound s great (puting raspirators on or gas masks or bandanas hood on/off niice)
And most important leave STALKERS/LONERS to actually be LONERS no squads, mabe sometimes u meet 2 stalker s travel together here and there.
Also would be nice if NPCs can find artifacts and have custom weapons of their own lke in SoC(some had abkan with scope)
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.

atmosphere like in soc also
  20:39:50  6 June 2011
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Kaplan994
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On forum: 08/28/2010
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customizing your weapon.
different types of magazines,scopes,silencers,grips,stocks,laser sights,camo and things like that.
assassination missions,and an assassin faction.
bounty hunting missions.
more knives,more explosives,more enemies.
  03:02:11  7 June 2011
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nashathedog
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On forum: 01/31/2011
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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
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On forum: 06/06/2009
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---QUOTATION---
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.
---END QUOTATION---




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
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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
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On forum: 05/13/2010
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---QUOTATION---
prostitution
---END QUOTATION---



Gay bars?
  18:07:46  7 June 2011
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Bladewraith
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On forum: 10/21/2010
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---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.
---END QUOTATION---



sounds like my local on saturday nights
  02:36:39  16 June 2011
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Shodan_Reincarnate
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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
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On forum: 01/31/2011
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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
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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
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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 ^_^
---END QUOTATION---


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
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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
---END QUOTATION---

  15:28:14  21 June 2011
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nashathedog
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On forum: 01/31/2011
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It seems that I was a bit unclear myself I am not just knocking your idea out of hand, The problem is as you yourself have mentioned that you would need to be "in the know" with regards to the storyline GSC has for Stalker 2 in order to be able to flesh it out and entwine it through the storyline as the game progresses. It is not a bad idea it has merit you just cant evolve it beyond the basic idea without more information. For example are they already planning on introducing a new group(faction) that this could be an addition too? Help to introduce. Or maybe it could be done as a freeplay series of tasks that only start once the main storyline has been completed but again will it have freeplay possibilities just because they introduced them for COP does not mean they will have them for Stalker 2, (It would have been a good way of adding some substance to Cop's barethread freeplay) I wish you all the luck in the world when it comes to getting the information and getting in with the in crowd because if you did in my view the more game content and more tasks would mean more running around being kept busy and that can only be a good thing. It would help create a better game, obviously everyone has different views and visions on what is better for the game and not everyone will like every aspect of it, but the more content they add the more chances to please, So I hope you do it, Good luck, Nasha
  20:37:25  21 June 2011
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Shodan_Reincarnate
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On forum: 08/01/2007
Messages: 53
YEa I would have to wait till I hear back from the head honchos about if they will let me run this idea.. Since the game is in development, i would think it very rare, but they would basically have to get me to sign some form of non disclosure agreement stuff, at the very least if they were to tell me.."ok.. heres the storyline, heres whats goign to be going on.. and here is a map so you can start building your idea.. " since obivously they cant risk someone leaking the information and all.. I haev had experiance with this kind of legal thing before.. I work for Microsoft Xbox Customer support.. lots of stuff i cant tell the average person, aside from the obvious handling of custimers billing and CC info.. to even my short time with the air force and having a top secret security clearance...Just think, alot of young people say.." i want to design video games for a career" just imagine if I were to get on with GSC and help with this... talk about a foot in the door.. and all I wanted is to just help with this idea and see if they like it.

Question, do you think, as far as survival goes with STALKER 2, in CoP you had to eat food regularily.. the whole "hunger" game play...what if that were to be made on a larger scale, help out this group of people in their little town/base... by making sure they are supplied with food and medical.. either by hualing in individual items, or doing a mission to establish a supply line with one of the major traders from STALKER 2's main storyline...?



---QUOTATION---
It seems that I was a bit unclear myself I am not just knocking your idea out of hand, The problem is as you yourself have mentioned that you would need to be "in the know" with regards to the storyline GSC has for Stalker 2 in order to be able to flesh it out and entwine it through the storyline as the game progresses. It is not a bad idea it has merit you just cant evolve it beyond the basic idea without more information. For example are they already planning on introducing a new group(faction) that this could be an addition too? Help to introduce. Or maybe it could be done as a freeplay series of tasks that only start once the main storyline has been completed but again will it have freeplay possibilities just because they introduced them for COP does not mean they will have them for Stalker 2, (It would have been a good way of adding some substance to Cop's barethread freeplay) I wish you all the luck in the world when it comes to getting the information and getting in with the in crowd because if you did in my view the more game content and more tasks would mean more running around being kept busy and that can only be a good thing. It would help create a better game, obviously everyone has different views and visions on what is better for the game and not everyone will like every aspect of it, but the more content they add the more chances to please, So I hope you do it, Good luck, Nasha
---END QUOTATION---

  23:45:18  21 June 2011
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nashathedog
Senior Resident
 

 
On forum: 01/31/2011
 

Message edited by:
nashathedog
06/22/2011 6:19:31
Messages: 8424
Shodan reincarnate, As you start to help people with setting up the different aspects of what is needed one would possibly be helping secure regular reliable supply lines of food/water etc. Then at a later stage through a radio message maybe they could send you an sos because they are in a state of siege from any of the possible culprits, maybe bandits or another faction or hordes of mutants, There supplies could be dwindling away and they need you to do a few runs through enemy lines bringing them food stuff one time, ammo another, meds ,I dont know due to weight limits and how many of them there are you would have to do several trips and at the end of them(With more of the enemy spawning for each run) maybe they will then be in a position with your help to end the enemys stranglehold, If you do all the tasks right, tradegy averted if not goodbye Newhaven. So as you said near the beginning tasks to help them set up and establish supply lines and as things progress elsewhere,whatever you like the sound of. At the end of the day it is not hard to sit and dream up stuff,Fantasize it can be fun.
  01:21:52  22 June 2011
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Shodan_Reincarnate
(Senior)
 
On forum: 08/01/2007
Messages: 53
Thats exactly a scenario I thought up for missions that "Newhaven" (thanks for finally giving me a name to refer to it as) can give you so that there is a renewable source of "action"

The Trader or any trader found in STALKER 2 could each have a possible supply line choice for basic food/water/medical needs for any safe location..(they got to get it from somewhere right?) You choose your source, boom Newhaven can get moving on other tasks, throughout gameplay at random times, times that wont happen while your in a lab or mission that wont let you return whenever you want that is..(say not during the passage to pripyat mission in CoP) You would get a radio message.. hey.. we are under attack, come defend us..(like CS) or that.."Hey.. supplies havent shown up, we are running low.. whats going on.." Mission has you goto a few waypoints till you find the supplies or captured couriers, then you can free and return them to the town. Supplies for Newhaven could take the form of heavy crates/boxes.. instead of having to amass a large amount of individual food items that you normally use.

The "come defnd us" missions though would be a good source of "re play" value.. and hopefully are more dynamic then the CS missions...the farmstead was always attacked by the same ill equiped bandits that are always found dead near that truck.

If all works out I would think it a good idea to team up with you so we can work on this together, two heads are better then one obviously.
  00:25:05  27 June 2011
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jason95821
(Novice)
 
On forum: 06/25/2011
Messages: 34
an idea

i would like to see a ranking / skill leveling system
also as a story line show how a certain fraction got started and have it's founder be you

you are the founder of duty/freedom/ bandits witch ever you choose
goal and quest line would be to
recruit
gain respect
build and fortify a base
defend base against opsing fraction/mutant attacks
destroy all other fractions or become allies with them

ranking system is based on points value
kills
shooting skill hit or miss how many hits it takes to kill a target
quest completed or failed


ad choices in game with the out come that affects a persons gaming exp
for instance you aid bandits to rob other stalkers
long term affects trust with stalker fraction less likly to give quest or come to your rescue

and char customization add a way to make char male female how they look and such

add females to the game and kids *with blocks to killing kids or molesting them to those who might try lol*
  23:12:50  15 July 2011
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Stalkerstein
Senior Resident
 

 
On forum: 04/24/2010
Messages: 1975
S2 should definitely have an SDK so it can be mod'd.
  23:10:23  16 July 2011
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belizarius
Strelok Holmes
(Resident)

 

 
On forum: 09/02/2009
Messages: 222
S.T.A.L.K.E.R. 2 Ideas Thread

How about the action happening even before Clear Sky, you would be one of the survivor soldiers sent in the zone and abandoned, and became one of the first original stalkers.

Or maybe you're part of the group that gathered arround East Rostock, and started what now is Duty faction.

Playing the games, especially ShOC, I sometimes get a bit nostalgic, because I never got to meet and chat to Ghost, or Fang, or that Otter guy everyone in Cordon is talking about. So I'd enjoy a trip to the past.
  05:24:24  17 July 2011
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Trollevich
(Senior)
 
On forum: 12/29/2007
Messages: 125
http://www.youtube.com/watch?v=1Bd4WtIWrtw&feature=player_embedded
 
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