[quote=“Random_dragon, post:8, topic:10715”]The general idea of the storage space of a clothing item affecting what it can carry has been suggested in various ways, but it’s again one of those things where concrete ideas on HOW to implement it without it being a pain in the ass aren’t as common as suggestions for which system to take ideas general from.
Idea-wise, I’m in favor of cleaning up the Dwarf Fortress adventure mode system, but code-wise I wouldn’t know where to begin.[/quote]
Well, it can be similar to how storage in a vehicle works, with each container has it’s own storage, limiting volume in each, but not visually represented.
Personally, I want our character to worry about micromanagement of inventory, not us. So with this, give the player the ability to organize inventory. The organized % they are changes a few things, like volume and time it takes to draw, activate, and return. This would, in turn, lead to changes in the organized and disorganized trait. Instead, organize gets a higher default organize % range when picking something up, disorganized gets a low to no organized %, with an added bonus, organized gain moral when they organize, and disorganized loses it. Taking some time and making some noise organizing your stuff to hold more stuff. Doesn’t effect weight, noted. I also have other ideas about more activities that can be done to be better prepared, such as weapon cleaning/sharpening, or playing chess with an ally.