:eek: :bows: just got this off the rumor mill . you all have probably already seen it . btw. happy easter Sunday ! Quote: GSC Game World is most probably committing to two new projects. Both are, of course, related to the development studios' main franchise, S.T.A.L.K.E.R. First off, they are working on a second expansion for the original game, which they are calling S.T.A.L.K.E.R.: Call of Pripyat. In addition, a full-fledged sequel to the RPG flavored first-person shooter has been mentioned. The news comes from rough English translations posted on ClanBase and the TTLG Forums after a Russian chat with GSC Game World's Sergey Grigorovitch. No official info was given by GSC or THQ. Mind you, it would be great if they decided to deliver these new games. As we understand it, the add-on would hit stores this fall, which would eventually be followed by S.T.A.L.K.E.R. 2. but why im posting it : id like to start a discussion on what things can be theoretically improved on with the STALKER franchise ! - how faction wars are governed / espionage tactics , alliances , double crossing , - hunting aspects of mutants / territorial , feeding habits , and , or things we may like to see implemented into the world of STALKER ! - trip wire booby traps that can be set / disarmed - not all lethal traps - buddy system , hiring NPC's , expand on the NPC guide system - domestication of some mutants ( hell its in the vid clip ) - a place to call HOME , multiple places across the map that can be fortified / customized : containers , BBQ pit , trophy's , gun rack - safe not a base or bunker , but a place to store your stuff and watch the inhabitants of STALKER . hide out - tree fort =) - a co-op version would be nice as we have all stated hear - but not at the expense of the size of the zone map or integrity of the game it self . - fishing in ponds and streams - bating / trapping mutants = selling , experimenting , cooking , domesticating - training , pack mule ( thay have back-packs for dogs ) thated be cool . - camp sights , build a fire - reset a fire pit - pitch a tent lol BBQ a bore leg haha - experimenting with artifacts & mutant parts , organic crafting system ? - information bartering = not stash spots - week points in defenses , secret passages , NPC characteristics ( win hes on guard duty hes always drunk / asleep ) secret paths or routs . i dont think cars work good for STALKER as the maps are to small to accommodate a fast mode of travel one last thing : this game dos not need an ending lol stop making the modding community implement a revolving door to keep playing the game , just a conclusion to the main story ( & no more zone areas with surprise no returns - no way back . lol )
- bayonets for most rifles = no 203 ( grenade launchers ) - bottom mounted shot gun / in place of grenade launcher - m203 flairs / incendiary / exe. the S.I.M. mod had the best variety - set bare traps =) - cross bow & or compound bow / with up grades ( cant believe thay make scopes for compound bows , but guess thay work ) - tools to repair = power to buildings / elevators / lights / communications / alarms // tools to disable as well / sabotage - i think win your neutral with an NPC & you have ur gun out if you seam to taunt the NPC he should shot you , or shot at ur feet as a warning shot to back off or stow ur gun . - genetic enhancement for your self & pets = run faster - longer / carry more weight / resistant to particular anomalys / resistant to acid rain / stronger malay attacks / heal faster / - acid rain = acid resistant gear / find shelter / degrade weapons faster ??? ( lol not as fast as the vanilla guns degrade ) - reputation should affect how traders & neutral stalkers react toward the player = prices go up/down / will not trade with you / try to have you mugged / offer free services / offer free info / give you misleading info . - if your a stalker & the purpose of being a stalker is to salvage artifacts from the zone for privet corp's or governments dont you think the game would revolve more around scavenging ?? - most pack type mutants should spawn from burros or dens - i would like to see a more divers wild life in the zone with a structure . like a food chain haha ( dogs eat fleshy boars eat dogs bloodsuckers eat boars .... or somthing like that ) love it win dogs try to pull a dead carcase away ./ more inherent creature actions not just rome sleep & attack - stalk , hunt , feed , migrate , territorial , habitats , play dead , camouflage , hit & run tactics , shows of power - dominance , - love the sound of the snorks ( haha not the cartoon ) but some fool in a half gas mask running around on all fores eh kinda throws you off a it (IMO) - some sort of barricading system would be cool . IE. board up windows and doors ( all tho there are no doors in STALKER ) id love to have a 'pack' of bloodsuckers trying to brake down your door in the middle of the night . ya i have a lot of ideas , looking for immersion and survival . id like to see more interactivity with the mutant inhabitants of stalker .
All they need to do is make the game like the "1935" build that they released. Make it open-ended, larger maps, add more numbers of more horrific mutants, throw in secret facilities and factions/quests that you can discover. Then change to more common simple weapons like the nagant and vz58 that are used by the former soviet-bloc countries. I really don't think that weapons like HK's and Para Ordnance would be too available or reliable in that type of environment. The other thing they need to do is look at their color palate. The soc realism mod was a big improvement to the look of the game. Last, never, ever, have a map or quest like the Power Plant in clear skies. Horrible, just horrible.
Man, its been a while since I checked around here. Even better to hear news of more Stalker goodness. I just hope it doesn't take forever. But I also hope with a new project manager, GSC can get the job done right this time with few bugs.
Stalker:Call of Pripyat sounds interesting. Sounds like it puts you in the shoes of the Monolith faction. Hope they can pull it off right. Perhaps you can even participate in the death of Fang.
However, I pray for no half-assing like Clear Sky pulled. For one, give zones more purpose and staying power. I mean, there were no underground areas from familiar territories save for the once-through in the Agroprom. Lake Yantar felt like there was almost nothing to it, nothing to come back to. All of Rostok and Pripyat, gone. Places to go and things to do keep the game interesting. One of the worst things they can do is make it feel linear in a fashion that CS did. Also, the Point of No Return - SoC had it, CS sure had it, it took mods to fix it, and I'm sure everyone got those mods. Even though I'm sure it will happen again, don't force us, GSC.
In Call of Pripyat you will be some sort of military investigation officer going into the zone to find out about especially why military helicopters (you remember from several areas in ShoC?) were shot down. The details sounds like the developers have taken the best from ShoC and Clear Sky. There will be new AI activity with daily routines and quests and things, there will be possibilities to sleep at night, but also missions that can only be done at night, it will be possible to "go back" and play more in the whole game area after the ending, and a lot more. There will be at least two large new areas and a great part of Pripyat will be there with all details and with a lot of activities. Emissions will change the zone and there will be less "safe routes". Artifacts will change place with emissions too. Looting will also be more interesting, as you will find what should be there according to what the stalker has done in advance of dying. If the developers can manage to avoid the usual dozen or so annoying bugs when introducing the game, we should all be in for a treat.