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Old 06-26-2010, 08:48 AM
R@S R@S is offline
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Join Date: Apr 2009
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I like the idea of having the amount of points depend on player actions, but there is no way to actually do what you're suggesting when it comes to checking successful sniper hits and such. The released source code mostly deals with quests and some AI things, like how patrols behave but not how NPC does. It's too bad because that's what I'd like to tweak a bit. And most of the games calculations are also hidden, like the weapon system, behavior and how the skills play a part in those.

The scout class is something Nightprowler came up with for the BSM, and a scout can be very useful in some situations in the game, especially on some random maps where you can place a scout before the enemies reach you. He'll be able to spot the enemies long before they spot your shooter/sniper and you can pick them off before they get too close. My scout almost never fires a shot in a firefight, and when he does it's when something has gone wrong. The most important thing when using a scout is to watch the "visibility" bar in the lower left corner, it shows you where the good hiding spots are on any given map.

I would say that the Stealth skill is very important and it impacts the game when fighting. I think there's a check all the time to see if the enemy can see you. Since it stands against the enemy's eyesight AND hearing, I would say it's more important than the Camo skill.

I think the Professionalism skill mostly has to do with your RPC interaction, or at least that's what the released source code seems to indicate. When hiring new mercs there is a check to see if your Prof skill is high enough for that merc, I think it's usually around 25. The game also gives you 10 points every time you complete a mission successfully, and it deducts 50 if you kill one of your mercs and 15 if he dies in your service. It might have other functions, but as I said earlier, it's hidden in the unreleased code.
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