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Old April 17th, 2007   #11
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From what I understand, if you sell them a box a of ammo in the trade screen (requiring another modification to the m_stalker.ltx file) then the "unlimited ammo" that NPCs seem to have kicks in. So far, in my observations at least, it seems to work that way just fine. Sell them the ammo, turn directly away from them but pushed up as close as possible, and drop the rifle. As long as it's a better rifle then the one they're carrying already, they will pick it up. I used this method to arm the entire starting village with AKs and my buddy Tolik got the G36. Fanatik only got a Obokan, but I like him enough to get him one of those at least. It's no G36, but it's still nice enough. Then you go lure the army guys to the south up into the village for some fun mayhem
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Old April 17th, 2007   #12
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From what I understand, if you sell them a box a of ammo in the trade screen (requiring another modification to the m_stalker.ltx file) then the "unlimited ammo" that NPCs seem to have kicks in. So far, in my observations at least, it seems to work that way just fine. Sell them the ammo, turn directly away from them but pushed up as close as possible, and drop the rifle. As long as it's a better rifle then the one they're carrying already, they will pick it up. I used this method to arm the entire starting village with AKs and my buddy Tolik got the G36. Fanatik only got a Obokan, but I like him enough to get him one of those at least. It's no G36, but it's still nice enough. Then you go lure the army guys to the south up into the village for some fun mayhem
I like the sounds of that, no longer will the boys in the garbage have problems with bandits, ill give the guard rpgs and the rest some "groza"s
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Old April 20th, 2007   #13
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I'd pay for this mod if done properly and crash free.
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Old April 21st, 2007   #14
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I wouldn't trust any of those rookies with an rpg. Gave one a bulldog 6 once, blew me to pieces cause i walked past a bandit that was still kickin. Unfortunately the rookie also spotted him and blew me and the bandit to bits.
Also considering the habit of the AI to try and shoot through concrete walls giving them HE weapons may be detrimental to their health.
Anyway i really like the idea of party members, Some even speak of joining you but claim they dont know you well enough, cant remember NPC said it though.
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Old April 21st, 2007   #15
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Some even speak of joining you but claim they dont know you well enough, cant remember NPC said it though.
I bet they thought about it just never put it in. they left the dialogue after all. or mabe they plan on making this happen in an up coming patch?
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Old April 21st, 2007   #16
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Some of the guys at SMC, and I, are throwing this around a bit, trying to think of a way to create "squads." Squads would have all of the essentials of a modern combat group, A heavy support gunner armed with a LMG, a medic, most likely armed with some kind of medic gun, that could heal his teamates, and the rest just assault guys.

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"Expanding the Zone, one radioactive wasteland at a time."
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Old April 21st, 2007   #17
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That would be useless in the Zone wouldn't it? Stalkers aren't really keen to be working with each other. Just that if you assign them roles, it wouldn't really make sense. It would require them to change their entire loadout.

Just have a group of Stalkers, with their own guns. They can take care of themselves.

And add another feature: If they fall in combat, don't actually have them "die". Have them fall onto the floor until you can heal them, or something.

Oops, I dropped my grenade. Can you, uh, pick it up for me?
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Old April 21st, 2007   #18
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And add another feature: If they fall in combat, don't actually have them "die". Have them fall onto the floor until you can heal them, or something.
That's already in. Don't you remember Tolik from the first few minutes of the game? That one was scripted, but it does happen in the normal game, to enemies and allies, just, you're only able to revive allies and neutrals and not the poor Bandit s.o.b that has a few more holes than he was born with.

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Old April 21st, 2007   #19
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How would it not work, it would add a more tactical element to the game. And there are several groups of S.T.A.L.K.E.R.'s that work together. For Example, the guards at the very beginning of the game. And later in the game, there are several groups of S.T.A.L.K.E.R.'s traveling together.

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Old April 21st, 2007   #20
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How would it not work, it would add a more tactical element to the game. And there are several groups of S.T.A.L.K.E.R.'s that work together. For Example, the guards at the very beginning of the game. And later in the game, there are several groups of S.T.A.L.K.E.R.'s traveling together.
ok, your idea would only work for factions. and even then it is questionable.

military? yeah, make a squad system for them.
duty and freedom? could work, but not realy neccesary, and especialy not for freedom
"lone" stalkers who group together? not at all.these are just a couple of guys who find eachothers company nice.
mercs? sure, if you ever encounter enough of them. mabe with the scientist quest?

point is that squads arn't realy needed. what is is the ability to travel with others
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