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 S.T.A.L.K.E.R game mode

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mavin117
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PostSubject: S.T.A.L.K.E.R game mode   Sat Oct 09, 2010 2:37 am

ok, so me and cameron in our rants started talking about making a stalker airsoft game mode. so i personally feel it is well worth discussing, so i made a thread for us to discuss it on to organize our ideas. input from others is welcome.
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PostSubject: Re: S.T.A.L.K.E.R game mode   Sat Oct 09, 2010 3:49 am

Will it be like an rpg or what?
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PostSubject: Re: S.T.A.L.K.E.R game mode   Sat Oct 09, 2010 6:18 am


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But seriously, what kind of game will it be like?

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PostSubject: Re: S.T.A.L.K.E.R game mode   Sat Oct 09, 2010 8:18 pm

Seeing as we have yet to pull off a successful Zombie game, I'm not sure how well this will go. But I hardly know anything about S.T.A.L.K.E.R (besides Snorks now Laughing).

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PostSubject: Re: S.T.A.L.K.E.R game mode   Sat Oct 09, 2010 8:39 pm

Heres a BASIC IDEA From the Trailer:




Oh well I'll try to sum it up for you.... and so the journey begins....

Listen to While Reading, it makes it more epic!

http://www.youtube.com/watch?feature=player_profilepage&v=5XZfD1HCI7s

You are placed in the Exclusion Zone of Chernobyl, there are (depending on the game) these factions.

-Bandits: (Rob people of their loot (we can come up with something to be loot and have it be
tradeable))


-Stalkers: the abbreviation translates to - Scavenger. Trespasser. Adventurer. Loner.Killer.
Explorer.Robber. The job the player takes up will be their own, whether they be
a loner or in a group, or maybe assist in guiding various factions through anomalies.


-Freedom: Mainly fights off Bandits and the Duty, In Clear Sky they are seen being very bad
off in the Valley of Darkness where their base is and many of them are killed off,
They have low numbers but provide refuge to stalkers, while shooting bandits on
Sight.


-Duty: Goal is to destroy the Zone, constantly caught up in firefights against the Freedom,
with the exception of in Call of Pripyat where a treaty was ordered at Yanov Train
Station, sometimes hire bandits to perform raids on Freedom encampments.


Yeah so thats basically it, heres a rundown on friendlyness

Stalkers - Make their own friends/enemies, not predetermined.
Bandits - Most times attack all factions unless they are hired by a certain faction
Freedom - Hostile against Duty and Bandits, welcome Stalkers into base.
Duty - Hostile against Freedom, also allow stalkers into base and befriend bandits at times.


Those are the factions just to get us started.



Last edited by Cameron on Sat Oct 09, 2010 9:07 pm; edited 6 times in total
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PostSubject: Re: S.T.A.L.K.E.R game mode   Sat Oct 09, 2010 8:44 pm

Creatures (Humanoids only):

The creatures of this game MAY OR MAY NOT be included in the gamemode.

-All are hostile towards any faction (No, there is no Noah'ing and getting a Pseudodog xD)
[Definitions from the wiki]

Snorks -It appears that these creatures were at one point humans, however it is difficult to imagine the conditions that could turn a human being into this disgusting animal.Snorks are crazy creatures that lead an animal life and differ little from other carnivorous monsters in the Zone. They move on four legs, jumping along and constantly sniffing the ground in hope of picking up the scent of their prey. They hunt carefully and in a calculated manner, ambushing stalkers like wild animals. Their sharp reflexes and powerful muscles allow snorks to make accurate long jumps and tear their victims to shreds in a matter of seconds. Parts of army uniforms and other clothing are sometimes found on their bodies making it reasonable to suggest that they are what became of missing military stalkers.

--------------------------------------------------------------------------------

Controllers -Dark muddled hair, semi-human face with protruding eyes,
pale skin and long neck. Very careful. Possesses minor communication skills.
The creature controls zombies from a distance, making them attack the stalkers.
It moves around keeping an eye on the enemy. It prefers to take the high
ground, get on rooftops or climb on trees.




|
|> Subsection: Zombified

Controlled by the Controller (controller operates from safe distance) and
attack the controllers targets. ZOMBIES USE WEAPONS.


----------------------------------------------------------------------------------

Bloodsuckers - This semi-legendary monster is described by experienced stalkers as a tall, hunched humanoid with a mess of tentacles instead of a mouth. According to these stalkers, the creature uses the tentacles to feed by clinging to the
victim's throat, paralysing him and sucking him dry of blood, leaving only a dry, mummy-like shell in place of what was a living human only seconds earlier. The most astounding feature of the bloodsucker is its ability to become
invisible. It seems that these creatures are responsible for the deaths of a large number of stalkers. Few of those who have seen one were lucky enough to survive the encounter and according to them bloodsuckers prefer damp places
around marshes and subterranean areas.


--------------------------------------------------------------------------------------


Yeah so thats pretty much it for creatures that people could become (if wanted) for the gamemode.


Last edited by Cameron on Sat Oct 09, 2010 9:02 pm; edited 3 times in total
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PostSubject: Re: S.T.A.L.K.E.R game mode   Sat Oct 09, 2010 8:57 pm

What Lies in the Zone

Ok, heres where it gets interesting....

Anomalies:

There are 4 anomaly types throughout the game (DISREGARDING SPACE BUBBLE)

Burner- When triggered by an object or a living being it instantly heats up to lethal temperatures approaching 1500K.


Springboard- The anomaly remains stationary throughout its lifetime (a week on average). It can be visually detected in daylight by the air fluctuation above.


Electro- Usually the anomaly is roughly 10 meters in diameter, accumulating static electricity in vast quantities.


Gas- Strange chemical processes go non-stop in this anomaly...
They result in acid which eats away skin and toxic gas which devours lungs equally well...



We could simulate anomalies with balloons and various objects or maybe things that set off alarms, not really sure at this point, post ideas on that.



ARTIFACTS

Ok, now the payoff of anomalies, within anomalies, using a detector, you can locate artifacts, artifacts can help you in various ways, for example, the compass artifact basically lets you walk out of an anomaly unharmed where others would be obliterated by the anomaly.

Artifacts can be traded for currency or traded for various items.

-----------------------------------------

Currency

Ok, heres where it may get confusing, this game will most likely require a working currency, as it gives the bandits the goal of creating ambushes to stop players and take their money, or let the players try to fight them off. Currency could also be used to pay Guides (will be discussed later) or to buy items off of other players (artifacts etc.)

Guides: Guides are players who you can pay and will guide you safely to your destination, I believe that with guides that the guide and player/players squad cannot be attacked if they pay for a guide transfer (in the game it just skips straight to the location).


Well Mavin, there ya go, I think thats pretty much it!
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PostSubject: Re: S.T.A.L.K.E.R game mode   Sat Oct 09, 2010 9:01 pm

Whew that took a little while haha.
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PostSubject: Re: S.T.A.L.K.E.R game mode   Sat Oct 09, 2010 9:15 pm

ADDITION: How many days should this last? I'm kind of wondering since if people are trading and stuff and if we need a faction to become victorious it would take multiple days wouldn't it? Post opinions!
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PostSubject: Re: S.T.A.L.K.E.R game mode   Sun Oct 10, 2010 2:24 am

Wow...you put a heck of a lot of thought into this so far...

For the multiple days, I think it would be necessary for full potential, however, I don't know if people would want to do this as a campout. We could have the guides be like refs, and have the guides record major events. Then, at the end of the day, we record them onto a HEAVILY MODERATED post, to keep track of what happened. Then, the next time we can continue from where we'd left off.

I don't know a whole lot about the game, so I don't think I should really plan with the specifics, only that when I saw the def. for guide, I instantly thought "ref"

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PostSubject: Re: S.T.A.L.K.E.R game mode   Sun Oct 10, 2010 3:28 am

omg, this does sound like fun. The only prob I see is where to have it. I picture this in an area with lots of encampments and structure. We dont really have subbteranean areas or anything..
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PostSubject: Re: S.T.A.L.K.E.R game mode   Sun Oct 10, 2010 3:30 am

oh and will the currency be like something useful like ammo (like metro 2033) or will it just be bartering?
and how will items play a role such as a gas mask?
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PostSubject: Re: S.T.A.L.K.E.R game mode   Sun Oct 10, 2010 4:15 am

Clayton: I think maybe we should try it out for just a standard game length to see how it works out before pushing it to multi-day, what do you think?

Ghost: Yeah there won't be any caves really so the snorks (if any) will just run around the wild... mauling stalkers.... haha

Ghost(2): Currency I'm not sure, I wanted to try monopoly money but the problem would be funding this event, not many people want to trade bbs for monopoly money, we could use real currency idk, any ideas?
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PostSubject: Re: S.T.A.L.K.E.R game mode   Sun Oct 10, 2010 4:17 am

Clayton again, about the guides, I'm not sure, maybe have like a flag or something to show that they are a guide and they both don't get lit up haha.
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PostSubject: Re: S.T.A.L.K.E.R game mode   Sun Oct 10, 2010 4:32 am

Cameron wrote:
...we could use real currency idk, any ideas?

Definitely not real currency.

I like the monopoly money idea--they're already marked and valued. As far as funding goes, we could have an entry fee, and/or have people pay extra for more starting game-currency.

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PostSubject: Re: S.T.A.L.K.E.R game mode   Sun Oct 10, 2010 5:49 am

i have the electric monoply so we can use the credit cards and the reffs can keep an official balance
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PostSubject: Re: S.T.A.L.K.E.R game mode   Sun Oct 10, 2010 4:12 pm

Yeah so for now only use monopoly money for artifacts, and if everything works out we can find something else out for if we wanted to trade food and "medical supplies" later on, maybe a fundraiser game or something.

ADDITION:

Emissions: Ok well Mavin and I already know what Emissions are in this game, basically when you have an area as unstable as that, every day (if we have a 1 day game every few hours) there is a blowout, if there is a blowout you have to get to cover (normally a building but I think we can work something out) or else if you don't take anti-rad medications (we can "make" them for tradng) and just pass out as the blowout passes, you will die. Basically (going off of Call of Pripyat) an alarm starts going off 2 minutes prior to the blowout giving people time to get to cover. Let me know if I left anything out there Mavin.

To get a better idea, watch the video, if you're too lazy to watch it all, Fast Forward to 2:00

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PostSubject: Re: S.T.A.L.K.E.R game mode   Sun Oct 10, 2010 10:51 pm

This all sounds neigh-impossible...
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PostSubject: Re: S.T.A.L.K.E.R game mode   Sun Oct 10, 2010 11:33 pm

I actually like Clayton's idea for multi-day. I'm not sure how we could make it work otherwise. I'm guessing it would be more open-ended, so there's really no winner or loser at the end of the day.

Given our track record for finishing ambitious projects, I have my doubts that this will ever happen...but it's possible. Sounds fun if we can pull it off though.

I've got one issue to bring up. Do the guides/refs do anything besides transporting people and managing a game? If it were multi-day (which I think it needs to be) I don't think anybody would want to be a Guide. And we can't really rotate, because changing factions would kill "realism." Would it be possible to have the Guides also act as the creatures when a Guide is not needed? If that were the case, I'd be happy to be a Guide.

Good job on the intro to S.T.A.L.K.E.R. by the way Cameron. +1

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PostSubject: Re: S.T.A.L.K.E.R game mode   Mon Oct 11, 2010 12:47 am

Lol it was my idea for multi day but ok haha.

Actually Josh, I believe we should have it to where a designated person of each team could be a guide or something, and just give them an armband or something WHEN they travel but any other time they're just a normal player, thats kinda how it works in the game too. Nice idea on the guides being creatures, thats a possibility, when Mavin gets on let him look over it and see what his opinion on all of it is.
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PostSubject: Re: S.T.A.L.K.E.R game mode   Mon Oct 11, 2010 2:34 am

I meant Clayton's idea about it being multiple day but not consecutive then posting the results at the end of the day Smile

Thanks for the clarification on Guides, I was still a little fuzzy on that.

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PostSubject: Re: S.T.A.L.K.E.R game mode   Mon Oct 11, 2010 2:49 am

Yeah haha, and if we DO have this be 3 consecutive days or something along those lines (Spring break, anyone?) I recommend getting a headlamp at harbor freight in Santa Maria, you can get an ok one for $3 right now that I like a lot I used it around my house at night haha.
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PostSubject: Re: S.T.A.L.K.E.R game mode   Mon Oct 11, 2010 3:51 am

Cameron wrote:
(Spring break, anyone?)

I usually backpack spring break, but if no other time...


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PostSubject: Re: S.T.A.L.K.E.R game mode   Tue Oct 12, 2010 12:11 am

LOL!
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PostSubject: Re: S.T.A.L.K.E.R game mode   Wed Oct 13, 2010 2:00 am

cameron, my friend, i dare say that that was the most comprehensive stalker background crash course i have ever had the pleasure of reading. you left out many of the fun details in the name of efficiency but covered evrything important at all. truely wonderful i applaud you.
secondly, i would say that creatures would have to maybe have certain weapons and effects if they hit you based on who they are. the whole melee zombie thing just does not work for many reasons some of them personal, ghost can attest to this.
as for currency, this is a difficult thing that must be discussed in depth and is an important function of the game.
as for gear, i would say a gas mask or a mask of some sort would be neccesary to, say, enter certain hazerdous zones where you are considered out if you enter without protection. anomalies and artifacts must clearly go hand in hand, and can be located in these zones. the only ones we could trust to be unbiased in thier "sales" would be a single (or more depending on player amount) independent stalker who "sells" you things like ammo but you are simply allowed to go and get some under his super vision. the only transactions between players of the general type would be hiring for mercinary use and there would be some restrictions due to the factions.

this game would also rely heavily on dress. the only way we could not rely on dress is if the groups were rather small (2-4) and we could memorize who is "on our team". and if numbers are this small, dress really contributes to the effect (at least for the fans).
another important aspect would be kills or outs. you would have to be able to kill ANYONE. that means if you drop your gun and it shoots your friend next to you, they are dead. without this people would simply bring other back to life after the fact when they found out who they were.

we should also limit gear. if we do not do this, some people (like myself), will have most or all items and have access to all thier special functions. it wouldnt be any fun if, i well say, had a gas mask, radios, rad meds, ammo, money, and umm fire starting materials. i would be able to simply kill everyone i came in contact with and loot them. but if we limit what people can have, then it forces a system to develope and forces factions to interact and not simply turtle up wherever they please.

for example. lets say two stalkers need shelter for a blowout that is about to occur and they dont have any meds, one shelter has hostile forces, and the other is controlled by duty, who demands a fee. the stalkers can say offer thier services with thier gas mask to retrieve artifacts that duty could not. thus the stalkers live, duty gets richer, and the stalkers eventually just buy some meds whil duty uses the funds for ammot to attack nearby freedom forces.

concerning ammo, midcaps would be suggested simply because with small amounts, it is difficult to use a high cap due to the winding presures and so forth. mid caps push every last bb into the gun. you could keep purchased ammo separate. to keep there from bieng an ammo recession, we can have time ammo rations that arent large, but make sure that if all ammo is wasted in a fight, the game doesnt die because there is no ammo and no money to buy ammo with. this forces the use of single fire, and careful "spending" of ammo, characteristic of stalker.

which brings me to melee weapons...so there is no ammo, no money, and a ration is still a ways off, well you cant just have freedom hanging out in dutys base and sticking thier tounges at them, so i believe a single or few people with melee weapons would be a nice counter balance for a potential famine.

anomalies can be reset after every blowout by the independent sales person to keep money flowing.

i have yet to work out how to keep the sales person amused, but not have them killed and robbed.

i have left out various details, and i do need to do my homework, but i believe this is a fairly good rundown of how the game can be kept fun and challenging for all. please quote and respond with input on the different topics.
eventually i wish to have a typed of packet of all the details but we need to hve it all figured out first of all.

if there are any questions, i believe me and cameron are both equally, and very knowledgable when it comes to stalker so feel free to ask.
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PostSubject: Re: S.T.A.L.K.E.R game mode   

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