Currently there’s a default hardcoded limit of two identical clothing items worn. This works as intended for some cases, IE holsters on each leg, or two backpacks on one shoulder each. Other cases it makes no sense and starts to break the game. IE wearing 6 pairs of cargo pants (2xPlain, 2xArmy,2xShorts) and being able to access the pockets on all of them, or somehow shouldering 8 backpacks from plain, leather, rucksacks, and two duffel bags levitating behind those not to mention whatever modified “survivor” style other thing levitating above those as well. It used to work OK back in vanilla cataclysm, but now it has issues.
What this boils down to is:
-The current system cannot cope with extensive variety of identical purpose (and multi-purpose) clothing items
-This breaks the game (carrying capacity, armor, etc)
-Game balance suffers (Namely feeding into the game being too trivial)
-Game is a bit too trivial, where there could be more hard decisions for the player, but aren’t
[size=12pt]Foremost there’s a myriad of minor tweaks to be had:[/size]
+Buff encumbrance penalties to legs and feet. They were nerfed in DDA past to the point of triviality and sprinting in clownshoes with 8 layers of denim on. You may think I’m exaggerating too much (or not enough), but the point is the movement penalties at the least are too forgiving.
+Armor values, coverage, and encumbrance needs to be re-evaluated. This is standard buffs/nerfs across the board to try and address the “best item, 9000 useless items” issues. Case in point: Footwear. The widely available zero encumbrance invalidates all other footwear in the game steeltoe boots (Twice the protection of leather boots for being leather boots with a toeguard that might only sometimes help. Actually a lot of people who use workboots will tell you to avoid steeltoe entirely because they can backfire). A lot of the footwear encumbrance seems to have been set before the [FITS] tag needed to be taken into consideration too. Then there’s things like armor “sets” which correspond to being rewards of different skills, IE tailoring sets (leather through chitin) and fabrication sets (survivor,historical, etc), which need some more tweaks so there’s less skipping straight to end-all end-game armor in a day or two and more balanced choices if harder progression can’t be enforced.
[size=12pt]Then there’s some actual additions to the game that need to be made:[/size]
+Additional “meta” clothing flags for limiting number of items worn, IE [SHOULDER], [SHOULDERS], [LOWER_TORSO], [SLUNG], [OUTER], [MASK]. These are separate from the existing body-part tags used for encumbrance. No more than two single-shoulder items and the second one has an increased encumbrance penalty (a loaded bag swinging on each shoulder is a bitch, and the extra space should cost more). Ultra-HUGE stuff like duffels take both shoulders (More storage/encumbrance efficient than two backpacks, but no lower encumbrance option like with 2 backpacks). Lower torso items are fannypack/belt style, no more than two with one front and one back IE utility belts and leather pouches. Slung items are upper torso, one left one right. “Outer” items do no block storage of clothing layered beneath it IE a holster or sling or fannypack. “Mask” items you can only wear one of, IE gasmasks, filtermasks(which is just the lower half of a gasmask), hockey+armormasks can’t fit over each other like they’re freaking stacking plastic chairs.
+Blocked or limited storage for inner-layered clothing items. Only the outermost pants pockets, trenchcoat pockets, etc count normally. Therefore wearing platemail over your fragile trenchcoat reduces your carrying capacity. I consider this change possibly more important than the above meta clothing tags. Maybe the storage reduction is based on the coverage % of the item layered over it. IE an armor set that covers 95% of your body reduces storage space of the clothing below it by 95% but utility vest only partially blocks 60% of an underlying trenchcoat. Maybe we do it simpler and all items layered below a non [OUTER] flagged item are completely blocked.
+Another player clothing modification like (Fits) but for optimizing storage space of the clothing item. [EXPANDABLE] or something to tag items that can be modified as such. Provides a small % boost to the storage space on a clothing item that scales with tailoring skill. Displays like “Reinforced Cargo Pants (Fits) (+9%)”. This is a reward for tailoring skill to slightly offset (though not replace) having nullified storage of layered clothing items. Put a low hard cap on it at 10 tailoring skill, for say… 20% max possible?
Now then, I bothered to type all that out. If someone replies “Well I just roleplay around these game issues” I swear I’m going to quit following Cata and just wait for Cata 2.