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报告翻译问题
2. No you cannot, but god I wish I could command them lazy sods to pick up a rucksack !
2. The only way to transfer stuff is to dump it into a base/outpost container, switch over, then take it out with the new character. Which is a net loss of influence. Probably deliberate.
It feels like spending 100 influence just to have someone following you (and 50% of the time just watching you do all the stuff) is kinda meh. I know you can take advantage of the sandbox to have someone follow you indefinitely, but that's half an exploit (as in "it's not a bug, it's a feature").
Heck the only time my survivors suddenly grow a brain is during some scripted missions.
2. Nope and nope. You can maybe have them take over if they're at friend level, though, so that you can get two inventories full instead of just one.
Side note, don't bring them with you. Its a waste of influence because they almost always go back for home within ten minutes. I literally had somebody leave early my game, home base at the church, before I was even out of the church's safe zone. This is one of the ways co-op could be implemented into the game - the AI is so often worse than bringing nothing, yet teaming up makes searching building safer and faster, but you run a greater risk of somebody getting mauled and leaving your defenses shorthanded.
Last night I was supposed to escort *three* new survivors back to base to live with us but did I go back to base? Of course not! We were an army! I took them deep into unscavanged territory and had them watch my back while I looted the place silly!
Thanks, although by "trigger discipline" I meant "not shooting every last zombie even when its completely unnecessary". It'll get annoying fast when I want to go loot a place, and the two zombies inside the place that normally would've been easy to deal with become a dozen because they decided to shoot them.
But, as with any form of AI, you should expect some unwelcome possibilities. I still say it's a net improvement over "no guns EVER" vanilla AI.