The Project - Suggestions

General talk about Lost Alpha dream project

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Re: The Project - suggestions

Postby Beatrice » Mon Oct 19, 2009 8:58 pm

haha good stuff, that was the best answer I could have hoped for :D
Are any features from 2205 going to make it in?
Bullet hole decals on bodies and the bloodsucker "drain" animation for example?

A video for anyone who hasnt seen:
http://www.youtube.com/watch?v=gkJB4m-vboA

Cheers :)
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Re: The Project - suggestions

Postby dez » Tue Oct 20, 2009 10:26 am

the bloodsucker "kiss" is added back yep, looks funny though. its also used in CoP.

the body decals ... well they are disabled in xrgame, and no matter if i re-enable them in the materials.xr file in sdk, they are not visible in game. so i think this one wont make it to LA. (but we will try other ways till the release)
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Re: The Project - suggestions

Postby Beatrice » Tue Oct 20, 2009 3:44 pm

Yeah I've seen it in CoP, wonder why they took it out of a beta only to reintroduce it two games later...strange GSC. Aye it can look abit weird at times.

Shame about the decals, strange how they got removed too, Ah well, you dont really miss them if there not there i suppose :)
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Re: The Project - suggestions

Postby jwknaggs » Tue Oct 20, 2009 4:11 pm

Beatrice wrote:Yeah I've seen it in CoP, wonder why they took it out of a beta only to reintroduce it two games later...strange GSC. Aye it can look abit weird at times.

Shame about the decals, strange how they got removed too, Ah well, you dont really miss them if there not there i suppose :)


i've played a bit of COP the bloodsucker kiss is awsome :lol: :wink:
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Re: The Project - suggestions

Postby Kill_the_Strelok » Wed Oct 28, 2009 3:31 am

I've been playing CoP and have 2 suggestions that work very well in that game:

1. Dwarfs should never appear outside. In other mods dwarfs become just a nuisance. They run around outside and you just have to circle-strafe around them till they die. In CoP, dwarfs are only in buildings and underground areas where they are very deadly because you can't get away easily. So dwarfs should be very tough, be rather rare like controllers, and only be underground/in large buildings. They are very scary in CoP.

2. When you enter the mobile lab and both doors close there's an airlock with a cool effect. I always though that should be in SoC, like the entrance sprays you with disinfectant before Sakharov lets you in.
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Re: The Project - suggestions

Postby Beatrice » Wed Feb 24, 2010 2:38 am

Hello again guys, just back with a couple more questions after seeing the crazy pics on moddb with the ingame computers, really wasn't expecting that :D bloody good work as per.

Was just wondering, with the ability to do such things, would it be possible to...

1. Incorporate armour and helmets as separate entities like CoP? I know it's not an "alpha" feature as such but would make getting armour better and could be used to travel into new areas, eg, this place has poisonous gas, you need a gasmask helmet to get there etc.

2. Will arms change textures depending on what suit you have, always found it really annoying this diddn't happen in SoC. Again not an alpha feature but definately adds immersion. I think Vintar and BuddieBBB had it working over on the STALKER forums, but never released it. I can dig a video out from somewhere if you want.

3.Will you make use of the STALKER Re-Animation Project? The new animations are so much nicer than the SoC ones and more like the CoP ones. Or will this be left to personal choice like texture packs?

4. Will there be any tweaking of the ragdolls? I've seen the old preview video of the guys falling down a wall/cliff thing and they're much more realistic than how SoC ended up.

Soo yeah, thanks for taking the time, most of these are just little aesthetic things and not too important. I also agree with the guy above, its nice to have mutants in context, boars, flesh and dogs in open fields. Chimeras and Rats in abandoned factories, Bloodsuckers, izloms and zombies in old villages, Dwarfs and poltergiests underground. Not all the time obviously, the umexpected is always nice :D

Keep up the great work, looking forward to summer a hell of a lot.
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Re: The Project - suggestions

Postby -bg- » Wed Feb 24, 2010 10:32 am

Those solitaire pics (and the whole computer thing) are crazy indeed :)

Sorry, I know it's probably too late for suggestions, but... Is it possible to disable (or make an option for it) the mouse wheel weapon changer? I hate it so much, and can't seem to find a way to do that...

Have another one. Is it possible to get money from the bodies? There's no way those sneaky bandits just crawling around without a few rubels in their pockets... Sorry if it came up earlier, quick search didn't get results...
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Re: The Project - suggestions

Postby Red Schuhart » Thu Feb 25, 2010 5:31 pm

It would be nice, rather than looting cash, to be able to put it away somewhere. Maybe in a stash.

Then you could work your nuts off in the early bits of CS and stash the cash before entering bandit territory, and there's a part of CoP that would be amply assisted by such a device, too.

Not to mention any robberies or muggings 'Lost Alpha' may have in store for us.

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Re: The Project - suggestions

Postby jwknaggs » Thu Feb 25, 2010 5:51 pm

[quote="Red Schuhart"]It would be nice, rather than looting cash, to be able to put it away somewhere. Maybe in a stash.

Then you could work your nuts off in the early bits of CS and stash the cash before there's a part of CoP that would be amply assisted by such a device, too.
don't know about you red but in cop i found that out to my cost :cry:
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Re: The Project - suggestions

Postby Red Schuhart » Fri Feb 26, 2010 6:57 pm

You mean 'Mitay and the Bandits'?

I got him out after feeding all the bandits to my Vintorez. Cost me about 7,000 to repair my suit afterwards, though.

But the artifact that you retrieve from Shishak's corpse makes up for that.

Don't think I'll ever make 'Diplomat'. I don't actually have a boat, but I much prefer the old 'gunboat diplomacy' - if they won't listen just wipe 'em out and try again with a new lot.

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Re: The Project - suggestions

Postby someguy353 » Sun Mar 21, 2010 4:07 pm

I has been thinking about this for a while, is there any chance for the the player to tap their bullet clip together to double their bullet count or increase reload time... just an idea... =)
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Re: The Project - suggestions

Postby octopolish » Thu Mar 25, 2010 4:32 pm

Can you make the Burer only appear underground, in places with alot of debris to throw at you? I'm sure I read once that they are sensitive to the light.

I think slow-acting medikits would prevent their abuse and promote more actual stalking. Possibly slower acting anti-rad aswell.

Maybe two types of anti-rad, one to remove 2/3 of a full radiation bar, and the normal one, which removes a full radiation bar.

More types of vodka with slightly different properties, like Priboi?

Will their be afew types of food? Again, like Priboi. I though it was a nice touch.

Maybe deadlier anomalies, to stop people running across the map like a headless chicken.

Is it possible to have varied, less generic skins for the monsters - so we could have five different skins for the snork, and maybe ten variations for civilian zombies.

Is it possible to make bloodsuckers stay invisible while attacking - this would be so much more of a challenge.

Is it possible to give pseudogiants 'armor', so that using AP ammunition or shotgun slugs could be a descent tactic against them?

I heard it is possible to make a suit exaggerate the effect of artifacts. Would that be a feature you consider?

Will military be more difficult to beat than in vanilla. Perhaps the military could have better weapons, or greater accuracy. (Apparently, in vanilla, even bandits have equal equipment to the military... !)

In build 1935 you can only reload if you have ammo on your belt, I really liked that. Is that in LA?

I also saw enemy AI running in 1935, instead of the slow predictable walk. Will LA AI have this sort of thing, sometimes?

Some trees in the 1935 build were climbable - would you consider putting secret stashes up some of them?

Climbable tree in l09_swamps;;;
http://img405.imageshack.us/i/ssowner040210142041.jpg/

Will there be devious and cunningly placed stashes which are harder to find than in SoC?



---
Forgive me if these ideas are stupid, hehe... ?
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Re: The Project - suggestions

Postby sakateka » Sat Apr 10, 2010 1:44 pm

Will there be mutants that you can talk to ? Non aggressive poor peaple that lived too much in the zone/ I think that would bring alot of atmosphere. I found this old screen before Stalker came out: http://stalker-portal.ru/datas/users/1-sp_new_sshot38.jpg
and then when i played it i always expected to meet some mutated guy near campfire in some abandoned house. You could trade food to them for various information.

GSC originaly planned to make so called "pseudo people". also Izlom was meant to be a guy that u can communicate with and when you begin to think he is your friend he attacks you .
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Re: The Project - suggestions

Postby Bl3wbyyou » Tue Jun 21, 2011 8:02 pm

I think i've got a few epic idea's but these would require some work though lol.

Have a big foot type creature as a enemy thats 12-14 feet tall big and hairy powerful and so on,and extremely aggressive YET he would patrol the camps and throw things to get other peoples attention and just to mess with them lol.I think that would be extremely creepy and would make you huddle around the campfires and OR make you get to such safe zones before darkness falls lol.

Another idea i got is a simple one i think there should be a way for you to just give anyone a weapon as its kinda ridiculous to not be able to arm some people with better stuff as you get better weapons later on yet the loners get screwed with the same weapons so its kinda unfair.And also to add on the mod where people can follow you and you can form your own squad :).

I did a slight experiment with this idea i forgot the mod but the weapons were extremely cheap and allowed me to practically give away ak47's i found and i brought about 6 of them back to the newbie base,i was just getting tired of seeing the army guys walk in and kill 5-6 people while the newbies had terrible weapons and the damn army guys were well armed so i figured we will see what happens when both sides are armed the same.

I was shocked at what happened out of 5 raids the army pulled on that base the newbies held them off!And still i can go back to that base and still see these guys with the weapons i sold them defending there land.Feels amazing to see the loners stand there and take and protect each other time and time again.

Another neat idea would be to implement a drinking system such as a canteen for drinking and this would give you more energy in the long haul and wouldn't give you the stupid energy crash as of drinking the energy drinks and would have a longer effect for running too.

And maybe im just dreaming here but another idea would be able to make your own camp and have stalkers go there and stuff just something to spice up the old game.I'd also like to maybe make a camping mod/add on where you can have a tent and a camp fire as well as maybe even cook meat from the mutants that you kill.That would be epic and would add a new level of survivalism as well as adding a lighter like a old zippo that could be used to start said fires or even be used as a light :D.

One last idea would to be able to make the standard flashlight be able to flicker on and off since it would be old and beaten up why have it work perfectly?It should flicker on and off at random times just to make you freak out in total darkness :D.


Alrighty im done pitching my idea's.

Remember i am more then willing to join and help you guys out as i can model/animate/texture anything.

:D
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Re: The Project - suggestions

Postby xxx.xxx.xxx » Sat Jun 25, 2011 10:31 am

I dont know if you still have time for this, but i would like to see in LA:

Escorting missions, like the ones in CoP and SoC with scientist in yantar, more of these are always welcome.
Military raids into the Zone, trying to find and kill/capture tresspassing stalkers or mutants.
Sickness, like the X-virus, but also after mutant attacks, so if a zombie hits you a few times or ones, you
will get motion sickness and your screen gets blurry after a while.

thats all, hope to see something like this into the new story
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