[quote=“DeepEnd, post:58, topic:1177”]
Actually I’d like to see something like the firearms mod system applied to clothing. So you sew up an “Extra Pockets”, “Metal Studs” or “Fur Lining” kit and apply it to your trenchcoat or whatever to pimp it out.
Yes. This would be great. This could work by giving each piece of clothing “locations”, depending on size and type of that clothing. socks would have none, short pants would have four, trenchcoat would have twelve.
You can add stuff to your clothing, but it will add weight and encumberment if you do. You can fill 1/3rd of locations with something and have no penalty, but after that becomes -1/-2.
If you add “armor” type of thing to that location your armor rating for that clothing does not go up, but you receive x% chance to get extra armor effect - naturally this x% effect is dependant how many locations of that clothing is patched with armor. If you have 10% of steel plates and 50% of leather patches then you have 60% chance to get extra armor effect on each hit you get to the location covered by this modified clothing.
Also you could make specific pockets - These pockets can hold only one type of item, but those items calculate only 60% of their volume and 85% of their weight carried if they are on their pocket. So you could do customized tool/battle vests that carry your most used stuff around with reduced penalties. Naturally this would take quite high tailoring skill to do…[/quote]
FYI, this isn’t that different from the code for artifact armor…someone could probably actually pull it off. Little more C++ experience and I’d give it a shot.