METAL GEAR SOLID V: THE PHANTOM PAIN

METAL GEAR SOLID V: THE PHANTOM PAIN

"Auto-Fultoning Soldiers" Answer
So at some point way earlier yesteryear I questioned what made Soldiers suddenly fulton out of nowhere, and I received my answer when I was out of Fultons.

This is no mod whatsoever, but if you want to see if I am right after I explain this, you can.

Whenever you take a Soldier that is specifically only existing because of a Side Op, when you take them far away enough from their Predicted FOM and somewhat broader stationed position, they will be automatically Fulton Balloon'd away. No matter if you have Upgrades to your balloons, or are using the Wormhole Device. They will always be balloon'd, and very quickly I might add!

Even though this is completely unrealistic, I feel its a super nice touch from Mr. Kojima! Its super convenient when you only have either D-Horse, or a Four Wheel Drive and load up the three other seats, and have absolutely 0 Fultons in your inventory.

So again, if you feel I am lying and think this is a Mod, go test this out! Its super neat, use all your fultons, or don't, your choice for your experience! Go do a Side Op of your choice, and keep moving away from their station until you see a Balloon pop up! Pretty cool if you ask me.

A little Note: If you ask, this does in fact work just as well with Prisoners! Just make sure they're safe.
Last edited by Ivan Typhlosion; Dec 21, 2018 @ 11:49am
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!RJ_Truth Dec 21, 2018 @ 2:14pm 
You're kind of on the right track. You can't have soldiers from one Side OP physically in another Side OP, so they developed a way where they will auto-fulton before you get close enough to interact with the AI of another OP. The actual auto-fulton range varies. Sometimes it's just a little outside the area of that particular Side OP or it could be as far away from their side as..... half way to another Side OP. Sometimes it can be a significant distance outside of the area of operation for a Side OP and look a bit confusing. Just understand that they will always auto-fulton before you get close enough to interact with another Side OP's AI.
Deathraven13 Dec 21, 2018 @ 2:19pm 
Or just put them in the chopper ?
!RJ_Truth Dec 21, 2018 @ 2:36pm 
Originally posted by Deathraven13:
Or just put them in the chopper ?

I often use that as a way of completing one side op on the way to another without wasting time calling in a chopper or using my own fultons.

It's convenient for prisoner rescues and high ranked targets.
J Skimmer Dec 25, 2018 @ 1:40am 
... or use D-Dog to fulton - it seems to be cost free
Krona🥶 Dec 25, 2018 @ 2:52am 
Side-Ops are missions in a sort of way I guess. MGSV is designed in a way so that when you take a target out of AOP they will be automatically counted as extracted, this existed since ground zeroes.
Last edited by Krona🥶; Dec 25, 2018 @ 2:52am
Ivan Typhlosion Dec 26, 2018 @ 10:00am 
What the first comment said! I was sort of right, but, they know all the better! Also since doing this months to a year ago, I've looked up on Youtube and even the Metal Gear Wiki about this and never found anything. I would have to actually watch and listen to LP's talk over the game about a Side Op until I'd get my answer. So...that would have taken alot of time just for a simple answer. So I deduced my own for the most part.

But the Top Comment here is pretty much the correct information!
Bully Bitcher Aug 5, 2023 @ 7:28pm 
I apologize for the necroposting, but is there a way (a mod, perhaps) to turn it off?
Originally posted by Marauder Shields:
I apologize for the necroposting, but is there a way (a mod, perhaps) to turn it off?
no
wotbop Aug 6, 2023 @ 2:55pm 
Originally posted by Marauder Shields:
I apologize for the necroposting, but is there a way (a mod, perhaps) to turn it off?
Let me guess you want to use puppet soldiers to knock out other soldiers. Auto fulton makes sure this will never happen
Bully Bitcher Aug 6, 2023 @ 9:23pm 
Originally posted by wotbop:
Originally posted by Marauder Shields:
I apologize for the necroposting, but is there a way (a mod, perhaps) to turn it off?
Let me guess you want to use puppet soldiers to knock out other soldiers. Auto fulton makes sure this will never happen

Not quite. I'd rather want to abuse the bug with infinite female prisoners (or any prisoners, in fact, but I'm only interested in females. When you grab them and carry them to the starting pint of the main mission you recently activated, prisoners will be auto-fultoned when the mission starts but the side-op will still be active. Problem is, in Afghan prisoners 9 and 18 can be evacuated infinitely (by activating missions 11 and 8 respectively), but not the prisoners 2 and 3, so I wanted to find out if there is a way to carry them a little bit further than hte vanilla game allows.
Last edited by Bully Bitcher; Aug 6, 2023 @ 9:24pm
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Date Posted: Dec 21, 2018 @ 11:48am
Posts: 10