http://www.youtube.com/v/zGyPOhF1bWg
Please post your ideas on how the ecologist SHOULD and SHOULD NOT be.
All unserious posts will be deleted.
Resonable Ideas:
- Unskilled in combat. (Bielecki)
- have a test not just a back story (Nitro)
- Passive in nature.(Hotstarr)
- Should be an independent faction(Hotstarr)
- Hand out more jobs more often.(Hotstarr)
- Should not Start fights/Engage in combat enless the situation calls for it (Tom)
- Should not use heavy weaponry (Tom)
- Shouldn't have Skats or Exo's (Tom)
- Shouldn't engage in "Faction wars" (Tom)
- More Fear RP (Pawx)
- Should Allow stalkers on the premises but not into the bunker or lab itself. (Mangoman)
Unskilled in combat.
"Please post your ideas on how the ecologist SHOULD and SHOULD NOT be."
Should be:
Invisible
Quiet
Barely noticeable
Should not:
Exist.
players should have the OOC knowlage to RP the chars, Because iv seen Eco's who dont know the slightest thing about physics, chemastry or biology never mind genetics or radiological anomolies.
So yea have a test not just a back story.
The Ecologists should be passive in nature, worrying about the understanding of the Zone in general, as well as other specific subjects.
Generally, they should also be independent faction, not relying on the protection or help of one specific group, though others may optionally associate primarily with a group if the authorization is given.
That being said, Ecologists should be somewhat more common and hand out more jobs more often, and due to their supposed passive nature, they may carry weapons, but would be the last people to even discharge them, even in a training course.
Should
Be more or less passive
Can assosiate with groups but not neccacarily ally
Should be on friendly terms with Military
Hire Teams of Stalkers for protection
Use most Pistols, some shot guns, some AR's(Field teams only) Generaly unskilled in combat
Should have at least basic knowledge of general sience.
Should wear SP-99's or Normal Eco suits
Should not
Start fights/Engage in combat enless the situation calls for it
Should not use heavy weaponry
Shouldn't have Skats or Exo's
Shouldn't engage in "Faction wars"
The Number one thing they should be, Is Cowards, they need to Fear RP, Alot.
As shown in Clear Sky Intro Video, Scar was guarding a group of Eco's, when a flock of birds went by, they preety much shit there pants, and looked around...
More Fear RP is what I want from Eco's.
Allow stalkers on the premises but not into the bunker or lab itself.
Should- Remember that they are normal scientists, not hardened criminals/stalkers, they should gag at the sight and smell of corpses, crap themselves during mutant attacks and should be slightly scared about using a firearm first time, rule would apply less to veteran ecologist whom would have slightly gotten used to some things.