[quote=“stk2008, post:20, topic:10434”]The backpack thing would be epic
We could drop it on the floor just before we go into combat to remove the encumbrance that goes with it.
Then pick it back up after.
We.could also have say 2 backpacks in Base one full for night ops missions another for day.
We just pick up the required backpack and of we go.[/quote]
This is very much needed. Right now, if you remove your backpack, you only remove the backpack but somehow everything in it stays on you and you are instantly overburdened. Makes no sense at all.
So essentially a backpack release mechanism? I have that for my BOB so when i’m in some type of firefight, or need to get the fuck out as quickly as possible. I have a way to not be such a big target. If we can have something like that, then that would provide us with things like stashes and the ability to become unencumbered when having to fight targets in close range.
If anything, we should have something like that. It’s a good idea.
With the backpack holding thing, I can see it going further. Bodies would contain their clothing, so when you pick up and move a body, all the items go with it, and taking the clothing off would take a little longer, and if you don’t do it before butchering/smashing, you could damage the clothing. Also this would be cool with duel wielding, one hand holding a brief case full of stuff, and a weapon in the other. And further back being able to modify all clothing to accommodate your now mutated appendages, would be cool. taking the tattered remains of what use to be shoes before you grew hooves, and using them to make hoove covers. Also hi to you all, I’m new, and ever since starting, so many changes have filled my head, but I want to look through all the suggestions first before giving my input. Of course, it does take some time to throw off your bag, light it on fire, and throw your flaming bag filled with dynamite at some poor sod.
“You put your panties (fits) in the zombie corpse.”[/quote]
I don’t know what your night life is like. But dressing a body like yours when running from people hunting you down is an idea that comes to mind.
Yes, please, on wearable containers actually containing items, rather than just adding more hammerspace around your body.
On implementing the interactions between mutations and clothing, I’m not convinced an elegant solution would be hard to discover.
Of course, I consider the implementation of a snipe-ton of item tags a sufficiently elegant solution. Your standards may be higher.
Example:
Item tag: COVERS_FINGERS
Valid only for items that occupy the Hands slot.
Attack tag: REQUIRES_UNCOVERED_FINGERS
Tag is attached to claw attacks.
Code that determines which attacks are currently valid must return false for an attack that REQUIRES_FINGERS if character is wearing an item that REQUIRES_UNCOVERED_FINGERS.
Additional line of code for crafting: If the player is too big for his britches, a SCALABLE_WHEN_CRAFTED recipes produce a SCALED item.
Additional line of code for wearing items: Oversized player can wear an item that is SCALED.
That’s two tags and two lines of code. Maybe you need another tag for mutations (REQUIRES_SCALED_ITEMS)–I don’t know if size is kept as a separate stat.
The set of mutation interactions that can be handled this way is large enough to achieve quite a bit.
Any interaction that can’t be handled with a few tags and an additional line of code in one or two places gets put in the parking lot.
Someone should add a hiking backpack(that can be used with larger/more mutated characters), as hiking backpacks are adjustable, and also carry more. It shouldn’t be craftable though.