| 00:05:11 9 March 2012
On forum: 06/06/2011
In STK 2 i would not like to see CoP's system of actor relations with factions.
No enemies unless u start first and even then the whole faction won't be enemy :/
Yeah, I did not like the way they did the faction thing in Call of Pripyat. The bandits being less aggressive would have made sense if they had at least been sometimes hostile like with Alundaio's A.I plugins or in Clear Sky where they tried to rob you.
Anyway, the system of Clear Sky was not good either but it had a good system of helping the faction at grassroots level and trying to get them to like you.
But considering S.T.A.L.K.E.R 2 is rumoured to return to the lonely stalker atmosphere seen in Shadow of Chernobyl, I would like the relations to loners and bandits be managed at local and personal level instead of the entire "faction" being one huge hivemind.
Here's what'd be nice for lone stalkers : break them into subgroups and have your reputation be more of a local / personal thing rather than a global one.
For example, in a hypothetical scenario we'd have stalker camp A and B. The camps are far from each other so they don't interact with one another much. The player starts at camp A so naturally he starts working for camp A. The free stalkers there are kind of suspicious of him but let him in anyway. Some stalkers would be rude and tell the player to mind their own business, others might accept them better and open dialogue with them, trade and so on. You could agree to help the local community via the village chief's missions or put in vodka,ammo and supplies to the camp's "community chest" and thus be more well received in the local community. Eventually stalkers might like you enough to ask them on dynamic artifact hunts (like in CoP) with them.
However, when the player travels to stalker camp B, they must build that reputation anew. Maybe he might even be driver out of there at gunpoint because the relations between camps A and B are relatively sour for reasons like territorial disputes or rivalry between the leading figures of the stalker camps.
Further, the player should also have again the "ranking" points that may be invisible but the player has "notoriety" sort of like in Far Cry 2 where actions that count towards your rank (killing stalkers, doing missions, finding artifacts) is affecting the magnitude of response you get from the various groups.
At the start the player is an insignificant punk and while they might be treated like dirt, they won't also be remembered like a stalker with much notoriety would be. For example, if the player is well known, relation boosts that come from aiding a group of stalkers will reach further than the actions of an unknown person. Notorious people would also be offered better missions than the small punks who are barely recognized as people let alone stalkers worth their salt.
On the other hand, being known would also yield more repercussions for wronging a faction or even existing. If you are have a reputation as an excellent artifact hunter (tracked like the artifact hunter achievement in CoP) you may get a bounty on your head because you hurt other stalkers' livelihood so much. Likewise attacking a Faction will be dealt with more seriously when they can pin down a well-known culprit better than a noname punk no-one knows.
Depending on the faction they can respond in a variety of ways : depending on your notoriety and "rank" a group of free stalkers might give the job to some rookies to off you, then maybe a posse of experienced stalkers or in case they have no shortage of wealth like the Barman, an experienced mercenary.
Your notoriety would be decided by your actions (think the ranking system in SoC) , veterancy and gear. The base level of notoriety will grow as you rank up (rookie,experienced, veteran, master) and then the days you have spent in the Zone raise it slowly as well. Then in addition to that, your actions like doing missions, killing stalkers and rare mutants raises it but unless you keep it up, that part of reputation fades away in time so you can avoid gaining notoriety if you avoid unnecessary killing and take time to lay low for a while. Finally the gear : this adds some boost to notoriety so if you're strutting around in an exoskeleton and wielding a high-tier rifle with various attachments, people will see that you are a person of note. Likewise, going around in a trench coat / leather jacket and carrying a hunting shotgun / Mp5 and a makarov will make people mistake you for a rookie which is a good thing if you want to avoid drawing needless attention to yourself.