So far stalkers drops items... -1 reply

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dra6o0n

Slightly cooler than a n00b

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17th September 2008

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#1 10 years ago

But not money? C'mon, you got experienced soldiers who dies in battle and all you get is randomized loot that has to be sold, in order to get money? Maybe there wouldn't be so many "Weight increasing mods" If they just made it so dead npcs will drop a balanced amount of money, along with a balanced drop.

Maybe the amount of money can be varied through Ranking, and the type of stalker that died. Making Ranking and Type in numbers for priority:

1) Type determines the base money you can get 2) Ranking determines the multiplier to gain money

(loner) x (rookie) = money dropped upon death.

What if (rookie = 1) / (experi = 3) / (Vet = 5)... and (loner = 100) / (bandit = 200) / and so on....

So a lone neutral rookie stalker from the starting camp would drop: (100) x (1) = 100Ru Along with his usual item drops.

If it were a Veteran Stalker who is neutral and lone: (100) x (5) = 500Ru

This is just a system I came up since carrying over 60kg of loot gets boring as there are a limited number of traders to get money from.

EDIT: If you don't feel like programing a system for balance, no problem, just take the amount of money that stalker had on him, and transfer it. Although some carry about 5k.




Guest

I didn't make it!

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#2 10 years ago

I'm pretty sure abc inferno mod does this. At least the last version of it that I played did.




N88TR

Old school pimp

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10th February 2004

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#3 10 years ago

Yeah it did. It was very cool and practical I think. I'm hoping for a mod to come out that does this again.




Kasarve

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30th August 2008

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#4 10 years ago

yeah thats a cool idea:) i can see how it could make the getting too rich too easily problem worse though... it'd have to be really carefully thought out




N88TR

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10th February 2004

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#5 10 years ago

In ABC each enemy dropped around 225, sometimes a little more like 500. it was a good range i think. Considering each weapon you looted gave you like 100 at the dealer, it was impossible to make money that way.




dra6o0n

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17th September 2008

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#6 10 years ago

Actually, It CAN be balanced, by lowering the values for drop items for normal npcs. Maybe a mod that makes npcs drop less items but more money, so you'd have to buy medkit, food, and stuff, instead of robbing free food and medkit half the time you are playing the game. The only way you'd want a no money drop is if your playing some kind of zombie mod where trade is useless.




tomthetaffer

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2nd October 2008

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#7 10 years ago

This seems like a perfectly decent idea, especially when it comes to the weight issue. But wouldnt it just make you unreasonably rich? To the point of buying everyone in 100 Rads an Exoskeleton and then giving them a free Obakan for the crack?:Puzzled:




dra6o0n

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#8 10 years ago

Then everything must be expensive... You ARE in the zone you know. Maybe a small example can show this.

Combined with OL 2.2's weapon damage, it gets harder to loot stalkers, since they can put lead in you quickly. So lets say rookie stalker drops 10-25 Ru each, but less ammo is found on them. And experienced stalker gives 26-40 Ru each.

Selling and buying items would have to be changed so much, that a medkit would sell for 30 (100), and bought for 600 (300). So if this idea is to be implemented, it'd have to make every item in the game even more expensive when bought, and least expensive when sold.

EDIT: Hmm... It seems to work better if 90% of the money is affected by the rank of the stalker, not the type. This way, you can have a reason to give all rookie stalker less money drop