General > Discussion
Initial equipment
Bandobras:
OK, thanks for confirmation. Do you like it? I find it nonsensical that it encourages to put 3 rockets into the holser...
HaJo:
--- Quote from: "Bandobras" ---nonsensical ... 3 rockets into the holser
--- End quote ---
How about 6 grenades in there, or a medikit + 2 grenades ? :D
Realism in games only goes so far - Treat it just as some kind of container.
Bandobras:
--- Quote from: "HaJo" ---Realism in games only goes so far.
--- End quote ---
Yes, sure, I'm not fond of restrictions that enforce realism, so I would not like to enforce that holser holds only one weapon (one line in as script would do that). But I like if game-rules encourage behaviour close to realism, and having reload time constant (though not realistic itself :) ) encourages realistic inventory management... Not only that, together with some other tweaks, this should make sidearms really useful and interesting, as opposed to regarding them just as weak brethren of the primary weapons.
HaJo:
I posted an updated version of the Initial equipment on sf.net, see
https://sourceforge.net/tracker/index.php?func=detail&aid=1534493&group_id=157793&atid=805245
Bandobras:
I've seen it. It's still on my TODO list. Right now, I've added random equipment (can be turned off with an option). In the result the old equipment is reduced even more. Moreover I intend to enable market place only after the first mission and then make only a few things (mostly ammo) available, then more and more each month. Please comment when you try the next xdelta...
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