Yeah. But the irritation is the only problem one can have with that. Just imagine being filled up on every enemy you encounter and knock out/kill. It'd ruin the whole game. Think about how well-balanced it is. That's a sensible balance.<br />
Quote:
Originally posted by insane_genius:<br /><strong>Some should carry medkits, ballistic armor etc. as well.</strong><hr></blockquote><br />Strange you shouldn't hav come across one of these. They're carrying medkits, ballistic armors, lockpicks, cigs, food, grenades, melee weapons, ... Realistic enough, IMO.
santaClaws
James on 1/11/2001 at 22:50
Quote:
Originally posted by insane_genius:<br />Some should carry medkits, ballistic armour etc. as well. <hr></blockquote>
What I meant by this was to increase the amount this occured sensibly, enough to get rid of the necessity of having crates. Also, if they would activate armour, as you could, during a gunfight it would allow for greater variance and emphasis during firefights in the game. I.E. allow enemies to have certain items and allow them to activate them if in a situation that requires it, but for them to lose that item afterwards so it cannot be picked up. A better example would be for ammo in weapons. Have a predefined amount of ammo in the enemies weapon and be able to pick up the exact remainder of this ammo when the enemy is killed or knocked out.
ACT SMILEY on 17/11/2001 at 17:14
SS2 style inventory search on dead guys would be useful.
TechImmortal on 17/11/2001 at 22:26
Getting rid of crates is a nice idea, but doing it by having the player collect more from dead or unconscious bodies is not a good idea because it encourages you to deal violently with enemies you might rather want to sneak past.
What *I* want to do is pick their pockets! MiB with a nanokey? Sneak up behind, snitch key, disappear....
Shadowlurker on 20/11/2001 at 06:21
What they really need is a way to move bodies w/o going through the inventory. I mean, I can't move this guy because the flamethrower won't fit in my inventory? Can't J.C. pry it from his hands, or what? It's not like I want the flamethrower anyway!
Homoludens on 20/11/2001 at 23:02
Shadowlurker, that was one of my biggest gripes! I hear you, it got to the point where I had to quicksave, 'lose' a weapon or two, incapacitate the guard, get his flamethrower (or whatnot), hide the body, then go back to where I left my other weapons and decide which one I wanted to keep. Oy!! A simple option to pick up weapon or not after immobilization of target would have solved this, but I'm sure they'll do this for DX2.
rhalibus on 21/11/2001 at 00:04
Actually I like the idea of weapons/ammo found mostly on bodies, and lockpicks/multitools found mostly in crates; therefore if you want to be stealthy you can get more stealth tools without killing anyone, and if you want to kick NPC ass you'll be rewarded with more ass-kicking tools... <img src="smile.gif" border="0">
I think if the targeting boxes for the bodies had smaller sub-boxes for the waist, head, appendages, etc. you could click the waist to activate an inventory box (like SS2) and click anywhere else on the body to pick the body up--therefore you could move bodies without having to empty their inventory, and you could also take only what you wanted...
SchizoSlayer on 21/11/2001 at 18:54
The ammo thing is quite easily explained in DX. The reason so many guards had maybe only 1 clip of ammo on them is because most of them were on patrol. They weren't tooled up for a prolonged fire fight and in real life the only time you'd carry more than two extra clips (although in real life you can take someones arm off in one shot) is if you were a marine about to storm a small town full of armed blokes.
I'll admit though that you didn't get enough ammo from a corpse. When low on amo yourself you may risk a silent take down of a bad guy so he hadn't fired a shot and in theory you would get more ammo. In practice you got five rounds. Theres also the strange mystery surrounding the AI and guns that if you equip them with a 10 mm pistol and no extra ammo they reload the gun twice before switching over to their backup weapon, even though the gun only comes with 6 rounds!
Something we intend to fix in our little mod.