Hmm, I thought that it was possible to get past the group limit.
Wasn't there a thread called breaking the 144 group limit? I think it dealt with the same issue with the yomies.
I still don't know what's wrong with the .pbo
I've tried 2 pbo unpackers now, including the one you used to pack.
And I have successfully unpacked a pbo before, but whenever I try to unpack yours, it quits without producing the files.
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Edit:
Oops, you're the one who made that thread.
I guess if anybody knows what's possible it's you, but I'm just curious because it doesn't seem like there's 500 zombies (yomies), running around.
Heck, I don't even ever see as many as are in the screenshots that are packed with the yomies sample mission.
It must be primarily lag that's the limiting factor, but would it be possible to put in a admin script to ramp it up if everyone is doing too well for themselves? Currently it's not quite as difficult as it could be imo.
All in all it's fabulous, a few more yomies wouldn't hurt, is all I'm saying.
Oooh, also, you wanted suggestions:
It'd be really cool to have 'protect' type missions with great dialogue about the current situation from the person you're protecting. Awesome voice acting really sets the mood if you can get it.
Also, also:
I was saddened that I can't see the fuel gauge on most, if not all vehicles. I noticed that the civilians that you rescue can indicate when the fuel is low over their radio, but I'd love a GUI to indicate fuel level, if that's not too much to ask.
Also, I had a thought about rescuing the civilians:
When I'm just starting out, I like to scavenge the houses near the border, and look for survivors close to the safe zone, because taking them quickly across to safe territory is easy money. Maybe too easy money. What if the civilians or the government or whoever's paying you, would pay you proportional to the distance that the civilian was transported?
I also noticed that you can't sell back the magazines of ammo, but that's a detail, and maybe that's good, I guess it might be possible to sell back 1 bullet.
I had just one more last thought: What if you could hire a few mercenaries to do your bidding? You'd need to pay them per day, and they wouldn't be cheap, but they could watch your back. I've noticed everything becomes easier when the civilians in my group start calling out the positions of yomies that are quietly flanking me.
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Just played again and noticed a few things:
The air raid siren is looping for several minutes sometimes. It's enough to make me want to kill the M2. DX
The radiation is a very interesting system, but it and the medkits need some help.
*The action "use medkit" prefers to use anti-rads. If you have any anti-rads, they get used instead of medkits.
*The anti-rads are not balanced for what they do. Yes, they should be expensive, but they should clear at least 25-50% of exposure imo, because at 10%, it's not feasible to carry the amount needed to venture into the radiation zone. Which leads me to:
*The radiation zone seems very confined. Not that there isn't enough area covered by fallout, but that the transition from 'clear' to 'high' seems to be as little as 50 meters.
*It'd be nice to have a high-end vehicle that has NBC protection in real life, have protection from radiation in the fallout zones.
*Medkits can be used even when you are perfectly healthy. And since "Use medkit" is right next to all those other actions I use, it has a high chance of being accidentally used when not necessary.
*Mounted machine guns on cars do not credit you with the money for killing yomies, I can understand that running them over doesn't, but this would be nice.
*Consider moving the jeep with M2. It's fairly close to the spawn, easy to find, and can be purchased at the car dealer for $25K. Maybe it should be covered by radiation somewhere?
*Can there be a way to sell vehicles? It'd be nice to find a sports car and try not to damage it when bringing it back. Maybe they're more common in radioactive areas?
**Somewhat Important!** Yomies are capable of literally spawning right next to you. Is there any way to stop this?
Thanks very much for creating such a good mission. I'd be very interested in playtesting the ideas you had earlier, mainly that more or all of the island is over-run and you can set up outposts.
Is it possible to spawn walls?