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"Our enemies are innovative and resourceful, and so are we. They
never stop thinking about new ways to harm our country and our
people, and neither do we." - George W. Bush [August 5th, 2004]
> Am I the only one here irritated with all the leapfrogging bosses you have
> to do in GTA:VCS, especially at the beginning of the eastern island?
Yep, that really annoyed me. The annoying part is one of the cheap
missions that fails because the game does something trivial which you
can't clearly see and then it fails to bring up the trip skip prompt.
The game also loves deleting your user vehicle. I use a helicopter to
get around as it's basically easier to navigate around the city, and
most of the missions that involve, say, you and Lance leaving a
safehouse and walking to a vehicle (Which you don't actually HAVE to
use for the mission) will delete the helicopter.
I don't remember it doing this to such an extent with the first three
3d games, although LCS did suffer from it. I've got a feeling it's
because the cutscenes aren't shown "live", and the engine won't
remember things like pedestrians or other road vehicles for when the
cutscene ends.
> You had to do a *tiny* bit of leapfrogging in the other games (eg, the
> first mission for Salvatore ["Chaperone"] you have to do after "Salvaore's
> Called a Meeting" [Cipriani] before Toni's last two missions in GTA3), but
> nowhere to the extent in VCS...
A lot more thought should have gone in to the side missions too. I've
mentioned before about those f*$£@#g Air Rescue missions. If I was in
an Ambulance like the regular Paramedic missions, wherever it is in the
city, I be able to complete it in the time limit.
As a few of you might know I like to make strategic saves so in the
future for a replay all the boring tedious stuff that requires a lot of
legwork will be done and you can crack on with the missions.
I've got one save at around 50%, and then another with the second
island unlocked and all (Well, most) the misc. stuff done....and the
save is at approximately 89%. That just seems like too much of a
percentage when I've only got 4 misc. things and the rest of the story
to do (30 missions!).
Cheers,
Rob

Signature
.__ __ |__ |__ .|__ __ | Rob White, Half Man Half Biscuit.
| / \| \ | | || ||| /__\ | robthemod@googlemail.com
| \__/|__/ |_|_|| |||__\___ | Wimbledon, London, England.
"Do sugar cubes have dots or is that a dice I just put in my tea?"
To the world you are somebody, but to somebody you are the world.
Anssi Saari - 05 Apr 2007 15:58 GMT
> I don't remember it doing this to such an extent with the first three
> 3d games, although LCS did suffer from it. I've got a feeling it's
> because the cutscenes aren't shown "live", and the engine won't
> remember things like pedestrians or other road vehicles for when the
> cutscene ends.
Could be, but it seemed to help in LCS if you parked way off the
mission marker and walked over. Don't know for sure, though.
Azerik - 05 Apr 2007 16:45 GMT
>> I don't remember it doing this to such an extent with the first three
>> 3d games, although LCS did suffer from it. I've got a feeling it's
[quoted text clipped - 4 lines]
> Could be, but it seemed to help in LCS if you parked way off the
> mission marker and walked over. Don't know for sure, though.
Actually I've noticed this tendency with most of them if you park too
close to the scene. If I am trying to save a vehicle to use for the
mission itself I will park across the street or down the block.
VCS does seem to be the worst of these though. At least in other games
when you walked into your save house and saved your game the car was
still outside. I have tried in VCS and parking anywhere within a three
block radius (at least, haven't tried it from further out) it will still
nuke your car when you save.
On the other hand, I have had a damaged car that I ditched in the middle
of the street stay there for a couple dozen missions before. I did all
of the missions for the first three empire properties in a row and the
entire time there was the abandonded admiral I used to get to the first
set of missions sitting in the road.
It's not that I mind losing my cars when the game really would like me to
take a different one (though it does irritate me a bit when it forces me
into some crap-a.s car I hate...Sweet's bucket in SA for example), but I
would like some consistency in the rules of how the engine keeps track of
your previous cars. Right now it seems to delete cars at a whim. I'd
much rather have a car handy that I could take, but the game letting me
take whatever car I want for the mission.