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Jordo

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About Jordo

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  1. Jordo

    PG Services (PMC)

    Any chance you could do a retex of the raven vest and the guerrilla outfits (fia rolled sleeves)? If so it could add another level to the variety of the PMC units
  2. Hey mate, happy Aus day! Love the mod always use it. Just one request, I've recently made the switch from caf agressors to Leights op for pack and I wondering if you culd make an optional config that uses leights imported models for the civ units instead of caf. Keep up the good work!
  3. Yep I did mean just the arctic... geography... Not a strong point of mine. Yep, apparently NATO and Russia have been flexing their respective military muscles up near the North Pole. due to the shrinking of the polar caps a LOT of gas and oil is now accessible and could lead to conflict... Probably not, but a cool scenario nonetheless
  4. Hey guys are you or will you include Arctic camouflages? Could be a good idea considering that the Arctic Circle could be the next global flashpoint with all those resources bordering so many countries.
  5. You should have the Cyrillic reflected under the western
  6. Totally agree with @Katipo66 with the factions. However Mesh, I think that you should create your own factions as it's your map and your story. As much as I love the Stalker factions, porting them to your creation seems a bit unimaginative and... predictable. Even if you're not up to the task of making the units yourself, outlining several of your factions could prompt other modders into making them for your map as it inevitably grows more and more popular as it becomes closer to completion. As far as Ideas go I think that GSC had some great roles for factions and Some will just be a must, i.e. loners, millitary. However to put a unique twist into Nova Zona's factions some of these roles should be mixed and matched and subsequently some should be broken up into subfactions. For example, I think that Mercenaries and the Ecologists should be paired (instead of the ecologists being general cannon fodder, dependent on the protection of random loners) under a sort of shady corporation that has licence and government approval to enter the Zone, they should be armed to the teeth and hostile with anything in sight. Because in the original GSC games the ecologists were stupidly undefended for a supposedly govt protected group. and as for the mercs, there was no real reasoning were even in the zone, I mean they were a bunch of paramilitary units deployed into the zone with no clear motives, but they were essentially portrayed as militant thugs leading militant thugs. only capable of shooting everyone up, not scientific exploration. I also believe that the 'Freedom' and 'Clearsky' factions should be under one grouping too as a sort of well organised eco-terrorist group, with their own freelance scientists who are trying to make sense of the zone and live with it, fiercely determined to fight for the futile goal of trying to live peacefully in a land that is consciously trying to destroy them. they should be a faction that is radical in thinking but not anarchistic, peace with the zone should be their goal, not absolute freedom. they research extensively into positive uses for artifacts and try to tame mutants to prove that the zone can be lived with and not fought. the group's motives should be far more holistic than 'freedom's', making their cause something of a group ideology that could form a larger and properly equipped faction As for the 'Duty' type faction, I think once again that the GSC's 'duty' was an awesome faction, but at times they seemed a tad bit too onside with the military seeming like an mercenary group deployed by the millitary, being backed and supplied by them, rather I think it could be taken another step. Three factions were cut from the original stalker, the first I'll get into is Final Day. Despite the fact that final Day was only mentioned in one paragraph of dialogue in Stalker CS, the seed of their ideology is enough to inspire a whole faction. They're basically a group of religious Zealots that believe that the Zone is spreading and it will mean the end of the earth. Certainly has some parallels to the duty ideology. They basically destroy as much of the zone as they can, hunting and destroying all mutants and zombies, stockpiling and destroying artifacts and attempting to deactivate anomalies by any means necessary. Instead of being supplied by the military they should be secretly funded by the church, who'd be shitting themselves if the zone did come into existence. The faction should act as a religious chapter completely hell bent on destroying the zone from the inside out. Okay, now for banditry. basically I believe that grouping the bandits as a whole is kinda silly, they're a weak faction because they're not a organised faction as such, they should instead be in sub-factions or gangs with distinct differences that aren't on good terms with one another. just off the top of my head here's a few. Organised crime faction, given some ukrainian family name, you know like a crime family. they deal in taking illegal artifacts out of the zone, they are the traders, they deal in buying and selling artifacts. They'll buy loot for stupidly small amounts of cash and sell it at ridiculously high prices, but if stalkers need the cash they're there and it may very well beat trying to get past the cordon again. They could also hold up stalkers trying to make it out of the zone with loot. Anarchists, with the zone basically having no rules I think that a lot of freeminded people and anarchists would flock to the zone. This is what got me about the freedom faction, apart from wanting to live with the zone, all they're members were pretty nutty and anarchistic nut despite this, they were the largest faction and one of the most well armed, with a proper leadership, how long would a group like that even form? to keep these sorts of people in the zone I think that a scaled down group of semi-organised anarchists trying to create a free world should be there, but not with the fire power and nor the numbers of freedom General bandits, opportunists, like vultures, rob, mug and kill free stalkers with no real central leadership, just small gangs out for whatever they can get. Other than that you could throw in some neo-nazis, biker gangs, and insane cannibals or something Monolith style faction, Having a group of insane mind-controlled stalkers at the center of the zone is a must, however I think that an allusion to the deleted Sin faction would be awesome too, making them obscenely disfigured and tumorous as a result of the constant contact with radiation and the brainscorcher devices would be freaking awesome. Anyway that's my contribution, use it or don't and good luck with the project Mesh, I've been watching for ages :)
  7. Hey meshcarver I'm loving your work thus far, it looks amazing! I have one request that could add a whole new element to your map that would hint at Roadside picnic and tarkovsky's stalker. You should add an area that includes a small amount of countryside that's not yet been corrupted by the ever expanding zone and perhaps a small town that remains inhabited by some civilians, scientists and of course the military who watch over the border. You could add some of 'the Wall' from Roadside picnic and have area that is watched over by timid military patrols. It adds a whole host of potential scenarios like sneaking into the zone, beasts from the zone escaping the its confines and attacking the town and many more. I feel that the interaction with the outside world and the zone itself was an aspect that was barely touched upon in the s.t.a.l.k.e.r. Series but was such an integral part of roadside picnic and the film Stalker. It would only need to be a corner of the map but it would enhance the experience immensely.
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