Super Starter Santiago
Custom character based around one random weapon. Tighter token wallet, a fire axe and resourceful decision making. what do you value in your weapon?
Last updated | 4 hours ago |
Total downloads | 47 |
Total rating | 0 |
Categories | Characters |
Dependency string | CharlieCanSurf-Super_Starter_Santiago-1.0.1 |
Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
README
A character inspired by my time playing characters like starting weapon samantha and competitive charlie, the two of which I used as bones for this characters skeleton
With this character, you spawn in with a single real gun from almost every generation in the game, a fire axe, and a health regen sausage.
the character is constructed to play in 2 different ways, the more casual way is with spawnlocking your ammo where you go through and improve your weapons preformance as you go on, and the way that the character is meant to be played, by using limited ammo and really thinking about what you want more and the harsh outcome that follows. both ways work with the RNG weapon spawn or just using whatever weapon u want out the spawner (note: if you want to spawn a weapon, spawn 3 magazines total to keep close to the intended pace)
===GAMEPLAY===
Firstly this character uses a modified list of the comp sosigs, the tier 5 juggernauts DO NOT SPAWN. This is to make lower calibers much more usable and to not shaft the player out of completing a base 5 set, the most that will spawn are tier 4 gas masks of which lower caliber AP can pierce through parts. non AP low cal is difficult but doable.
secondly I have removed the single target large encryptions becuase I personaly dont find them very fun and they dont really fit with the nature of this character, however rest assured that the smaller multi encryptions still provide a challenge.
Thirdly The sosig wave structures are based on encryption type, I wanted to sorta make squads based on the encryption type as a fun side thing and something you as the player can get used to. for instance the agile encryptions are responded to by a slightly larger and faster respawning squad as a lot of people, myself included wait for the agile encryption to get slower before destroying it, this is to make the wait a bit more engaging and to reward destroying agiles quicker.
fourth and final, the economy. You start with 1 token, winning a hold will give you 2 and supply points all have 1 token at them. this is where scarcity and mindfulness comes in (if you have limited ammo) attatchments cost between 1 and 3 tokens each depending on the type, how useful they are and synergy with other attatchments (e.g a set of iron sights is one token, where a laser sight is 3 tokens but a reflex sight that fits in the middle for usefulness sits at 2). this is all to be balanced with buying spare mags, upgrading capacity and ammo type and generally trying to dampen your current guns weaknesses. this is all made around carrying spare bullets as well as mags to really give that sense of being good with your weapon and general dexterity, it will very much be common to have use melee or load mags either mid or post gun fight, so dont forget to spawn an ammo box.
formost I have designed this character with personal preference in mind. excluded weapon catagories are the meme weapons, sc-fi weapons and colonial weapons because im boring smh.
nah in reality they just didnt fit in this character or I dont enjoy using them. dont get me wrong theres a good bunch of weapons you might not get far with, but most of them are possible and very tricky but thats what I've liked about this character is unexpectidly getting to the end with a gun I just didnt expect to do well with either from personal skill or maybe just luck.
please enjoy the character and thanks to Zeon and Ethiom for their characters and indirectly inspiring my own...and stealing parts from