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Bandit squads on Agroprom are always enemies #33

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SurDno opened this issue Oct 24, 2018 · 2 comments
Open

Bandit squads on Agroprom are always enemies #33

SurDno opened this issue Oct 24, 2018 · 2 comments

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@SurDno
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SurDno commented Oct 24, 2018

There are two bandit squads on Agroprom, that sometimes send bonus squads to capture loners' base. In vanilla they could've been neutral when you have more than average reputation with bandits, but in SRP, for some reason, they shoot me no matter what my reputation is:

image

This screenshot shows that I'm friends with bandits, but more than that, I'm also a part of their ranks:

image

That's why they give me quests on clearing their road, that are very tough to complete, knowing that both sides are constantly shooting me and I should not kill half of them.

@Decane
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Decane commented Oct 25, 2018

Those bandit squads have relationship = enemy set in configs\misc\squad_descr_agroprom.ltx. From this, I think we can conclude that GSC intended -- at some point during development, anyway -- for them to be enemies toward the player. In vanilla, this wasn't always respected due to oversights by GSC in the way the overall disposition of an NPC was calculated. The SRP fixes that so a squad's relationship parameter is always respected by the game (if defined at all), no matter what relationship the player has with the squad's parent faction.

This works both ways - e.g. it was possible in vanilla to be so hostile to the loners that Lefty's squad (which has relationship = friend) would spawn hostile to the player, making the main storyline impossible to complete.

In principle, we could fix only the 'bad' cases (e.g. the Lefty one) and leave unfixed those where GSC's oversights enabled players with a sufficiently high faction goodwill to enjoy neutrality with squads of the faction that were intended to be the player's enemy.

I think that would be sensible in this particular case, as there is no obvious reason I can think of for the Agroprom bandit squads being unconditionally hostile to a player who is even himself a bandit. But how should we deal with, say, the bandits in Limansk? Should it be possible for them to be neutral as well, if only the player's disposition with the bandit faction is high enough? What about the Garbage concentration camp guards - they threaten to kill the player if he trespasses, but if we undo the SRP's fixing of the game's disposition calculation, they would only turn neutral when the player trespasses - provided he is a bandit and/or the bandit faction's goodwill towards him is sufficiently high.

@SurDno
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SurDno commented Oct 25, 2018

As I see this situation, developers intended these squads to be enemy towards player so that you can kill these squads by Loners’ quests without huge damage to your reputation with bandits. The fact that they are enemies even when player is a bandit itself is clearly an oversight by GSC.

Concentration camp on Garbage is free to explore when you are a bandit yourself. Bandits do not threaten to kill you and let you get there without any problems. Most of them, are, however, stuck in unresponsive state, and it’s always possible to speak with hostages even when you are enemy, but I wanted to submit this as a new issue later.

Bandits in Limansk do not have any part in Faction War. More than that, at that point Scar should be considered to be a part of CS squad and there is no difference what faction he belongs to.

SurDno added a commit to SurDno/SRP that referenced this issue Apr 24, 2019
As I previously said in Decane/SRP/Decane#33, there are two bandit squads on Agroprom, that sometimes send bonus squads to capture loners' base. 

In vanilla their relationship was set to enemy, however, it could've been neutral when you have more than average reputation with bandits (1000+). SRP fixed the issue of predefined relationship being ignored in some scenarios, however, apart from useful cases (when it prevented the game from breaking the storyline, like during Lefty quest), there are cases when that change made some squads hostile toward player.

While some of these are quite reasonable, such as, for example, Limansk bandits, where the disposition high enough made completing the quest easy as pie, I believe particularly this one is clearly an oversight because the squad is aggressive even when the player is a bandit himself and even if he gets a quest on clearing their road.
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