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STALKER: Call Of Namalsk - Coggle Diagram
STALKER: Call Of Namalsk
Setting
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Namalsk
Mutants are present
Local fauna has mostly died off due to psi-emissions and anomalies, alternatively fallen prey to the foreign mutants.
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Irregular psi-storms knock out or kill people outright at regular intervals. Monoliths, due to their brainwashing, are unaffected.
Locals are largely dead, which explains why communications from the island stopped before scientists became aware of the noospheric disturbances
Factions
Monolith
Motivations
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There is a battery of emitters that, separate from the noospheric disturbances, cause regular storms. The monolith wants to protect these from being disabled or destroyed at all costs.
Capabilities
Since the Monolith soldiers have been present on the island for at least one week, and the monolith itself likely has an understanding of the anomalies, it makes sense for them to have knowledge of where these are, and that they are placed in a way that makes attacking Monolith defensive positions harder.
Ecologists
Motivations
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Monitoring needs to be established. Is this an isolated incident or a sign of The Zone expanding in a way that may seriously threaten human life in more locations?
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Mercenaries
Motivations
Mercenaries have ties to the Russian government (this is not canon, but could make sense). They have been partially funded (more so equipped) as a hush-hush expeditionary force.
There's a gold-rush factor of potential new artifacts that they might acquire. Ecologists are willing to pay for these, as usual.
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If they get Namalsk under control, the natural defenses that the anomalies provide, combined with the remote location make the island an ideal base of operations far from government eyes.
Gameplay challenges
Monoliths are defending and will thus have an advantage. They will be defending existing positions. These cannot be too reinforced, as it will give the attackers too much to deal with.
The areas that Monolith plan to defend should be split far enough apart that the attackers do not have any significant amount of sight on them.
Monolith should probably send out a small scouting group here and there to ensure that the entire group isn't defending, giving attackers more of a chance. This also leads to a more dynamic game where monoliths may be able to disrupt the advance for longer - at the cost of more Monolith lives. This, of course, is not an issue for the Monolith.
Attackers need to be able to respawn. Maybe give them some kind of tracked vehicle - or several? This would also help them rearm, as they will reasonably use up a ton of ammo in assaults. The danger is, of course, anomalies...