A kinder, gentler Far Cry 5
House rules: PRETEND to "capture" bad guys and a PENALTY for killing INNOCENT civilians
1. Far Cry 5 gives you just enough rope to hang yourself with so if you want to become POL POT / Ted Bundy killing indiscriminately, the game offers no penalty. But YOU know you have been bad, and to keep track of your naughtiness PENALIZE yourself by buying one of those goofy masks each time the message DO NOT KILL INNOCENT CIVILIANS occurs.
a--Buy the first mask you can afford in the list. If you have no money do not buy anything until you get the cash to pay the penalties (needless to say I gave up using LMGs to stop drivers of hostage vans since those bullets can easily kill everyone aboard). No need to equip the mask.
2. One of the things that bugged me abut Far Crys, shooters in general, is the general lack of a capture or knockout option.
An officer of the law, dropping bodies at every intersection but no one as in jail.
a--Since the game does not offer capture, I PRETEND and link it to CASH and PERKS.
Each perk point costs $2000 (you may find some other amount more appropriate).
b--Different weapons "disable" the hippie rather than kill them and SUBTRACT $$ from the $2000 it costs for perks(get your pen and paper ready):
3--Weapon / discount
Takedown / -$2
dagger /-$1
Wood bat /-$2
anything melee that is metal /-$1
shovel launcher / -$2
FYI cult leaders are worth double discount
If you die and no revive / + $10
Companion dies, you cannot revive / +$5
a--It is presumed daggers and shovels from the launcher are "bliss laced." If stuck with a dagger or shovel blade, the hippie is unconscious and tripping.
b--Wood bats and takedowns with any weapon are straight up knockouts, the hippie is alive and out of action.
c--Melee shovels are totally lethal against anything with legs and real easy to spam so no discount throwing those.
d--Shovel launchers take a while to load so that is why I put them on the list. PRETEND they do not kill your targeted hippies.
e--Slingshot rock- body hit with the first rock, headshot to "disable"
4--Buying perks
--Select the perk and see if you have enough on hand cash (usually you will have more perk points than cash).
--Multiply by x$2000 the perk points needed for a perk i.e. each perk point is $2000 and 6 perk points = $12000.
--Subtract the "capture" discount. So if you have $200 worth of "captures" multiply that by the perk points (x6) for a $600 discount.
--subtract that from $12000 for $11400.
--You now MUST spend at least $11400 all at once at a shop such as weapons and boats. If you spend at a shop outside getting a perk, that money CANNOT be applied to a future "perk purchase."
a--These house rules can be changed or modified for you own needs of course and common sense applied, ie if the shovel launcher flings a hippie off a high cliff or into a lake, then maybe they are dead and you should not apply the capture discount.
b--The "capture" discount on perks is done to encourage "capture" of the hippies rather than simply blowing them up with a proximity mine, though circumstances may dictate just that.
c--You "arrest" them with aid of the weapon in the list; presumably they are cuffed /tied up in the same time it takes you to skin a deer in the game.
d--The "system" takes care of the captures you "leave behind," PRETEND the resistance takes them to "preggie POW camp" somewhere.