I didn’t know BM fans were also thespians. Go fig’! B)
OP has a good point I agree, but only when it directly addresses physical controls. Referencing controls logically has always been acceptable to me.
Acceptable (in-character) gameplay narrative:
“Use the medical station mounted on the wall to heal yourself.”
“Wall-breaking” (disruptive/out-of-game/etc) narrative:
“Press the Use key, by default the “E” key, to add to your HP, until it reaches 100.”
That last example goes overboard, I know. The idea is; any NPC that tells me exactly which button/key to push rips me out of immersion like a bungee cord attached to a jumbo jet. Also, it gives me the feeling that the devs presume I am a 4-yr-old mindless brat, who would throw a tantrum unless told exactly which button to push and when.
The HUD pop-ups already do this, but that is actually cool. I can believe that the HUD is connected to my mind, letting me know the exact actions I need to perform. Just keep it out of the game-world narratives.
Makes perfect sense to me, Power_Dust. It struck me the same way when I played it years ago… seemed like a crutch for players who didn’t fully explore areas before moving forward.
After all, this is a mod, not a commercial game. Nobody’s going to ask for their money back because they couldn’t find all the weps. I agree that instances of the Tau and Egon, beyond the “prototypes” that are found, should be converted to enriched-uranium boxes, a.k.a. ammo. (remember, those small grey-and-yellow boxes with the radiation symbol on them?)
Plus, it does seem logical that a storeroom would contain something common (I guess enriched uranium is common in the Lambda complex) rather than experimental prototype equipment.