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Inventory ideas portaining to fighters, ammunition, and othe

Posted: Fri Dec 07, 2012 5:35 pm
by cats
I assume that this is the place for ideas.
How does one make exponent?

Futurecraft will need a new inventory system, I think. My idea is variable inventory space and item size variability.

Layered armor: A more advanced clothing system could be implemented. One including ammunition pouches, weapon holsters, coats, armor, etc. The first layer of clothing would be similar to the armor now. Usually, a player would place fabric clothing into this slot to improve [url=http://futurecraft.forumotion.com/t1402-crops-farming-and-healthbars]stamina or something[/url] [sup]1[/sup] and inventory space. A layer of fabric clothing is not needed, a player can place armor in these slots if they wish. The outer layer can contain any personal body armor or coat/jacket [sup]2[/sup]. The last layer would be for external weapon/item holsters [sup]6[/sup]. These could be used to free up space in the inventory. Some types of holsters, like magnetic hardpoints, could only be used when a player is wearing a hardsuit [sup]3[/sup].

Variable Inventory Space: The space a player has in his/her inventory could be decided by the amount of storage he/she has in his/her clothing/armor. Fabric clothing, like wool or cotton, can be edit to allow more pockets [sup]5[/sup], which expand inventory. If two layers of clothing are being worn, the inventory space is the sum of the values of both pieces of clothing.

Variable Item Size: You shouldn't be able to carry around a fighter or 64 MAC rounds. I suggest that larger things take up more space in the inventory. A wood plank block would take up 1/64 of an inventory slot, as usual. A gun might take up two or three, and an aircraft part [sup]4[/sup] may take up some huge amount of space.

VVTook this from my "Fighters, other small vehicles, stations, and buildings" thread VV
Spoiler:
Instead of fighters, personnel carriers, tanks, ultralight mechs (or superheavy combat suits), and other largish vehicles being caftable placible, why not have them so they must be built in a factory and then transported to their destination? There could be vehicle dealerships and things that aren't just chests with signs on them. A carrier would actually have to contain all of its fighters and assault teams wouldn't just be some players with mechs in their inventory.
1. I suggest that some kind of "[trike]Comfort[/strike] stamina or something" healthbar be added. It would cover excess heat, cold, etc. and provide a reason for coats and cotton shirts (other than inv. space). When the comfort bar drops to 0, it begins to diminish health to a certain point.

2. A jacket or coat might be needed to stay alive in tundras and polar wastes. They also add to inventory space.

3. Hardsuit is anything that isn't a soft, if you didn't quite catch that.

4. When fighters die, they might go to a special place called salvage land, where they are stripped of undamaged parts. These parts are inventory-able.

5. A shirt or pant or coat can be edited for color and pocket-amount. MOAR POCKETS=MOAR AWESOME.

6. Holsters can be used to store gunz. Ammunition pockets hold ammunition, quivers hold arrows, and sheathes hold your swords. Placing weapons and ammunition in these frees space in the main inventory. Weapon slots could be shown beside the holster, separate from the main inv.

Re: Inventory ideas portaining to fighters, ammunition, and

Posted: Fri Dec 07, 2012 5:53 pm
by Archduke Daynel, PhD
I like this idea.

Re: Inventory ideas portaining to fighters, ammunition, and

Posted: Fri Dec 07, 2012 6:06 pm
by Alduin
Alduin Approves

Re: Inventory ideas portaining to fighters, ammunition, and

Posted: Fri Dec 07, 2012 10:55 pm
by Chairman_Tiel
fourteen[sup]12[/sup]

Re: Inventory ideas portaining to fighters, ammunition, and

Posted: Fri Dec 07, 2012 11:18 pm
by cats
Tiel wrote:fourteen[sup]12[/sup]
Why is it not working in the OP?

Re: Inventory ideas portaining to fighters, ammunition, and

Posted: Fri Dec 07, 2012 11:20 pm
by Chairman_Tiel
Use the edit button then repost.

It should register the new BBCode then.

Re: Inventory ideas portaining to fighters, ammunition, and

Posted: Sat Dec 08, 2012 2:16 am
by Richard_cypher
If i could get a German trench coat i would be a very happy person

Re: Inventory ideas portaining to fighters, ammunition, and

Posted: Sat Dec 08, 2012 5:58 am
by Dr. Mackeroth
While your ideas are well though out, they are not necessary to Futurecraft. The objective is to finish the mod, not get stuck in development for 3 years (by the way, does anyone know when our 2nd birthday is/was, I've lost track of time).

Re: Inventory ideas portaining to fighters, ammunition, and

Posted: Sat Dec 08, 2012 7:25 am
by Prototype
That's a good idea, but like mack says, it isn't necessary, perhaps for a 2.0 of futurecraft providing fr0st and the other devs aren't sick of FC by then

Re: Inventory ideas portaining to fighters, ammunition, and

Posted: Sat Dec 08, 2012 2:29 pm
by hyperlite
I like these ideas but some could just over-complicate the game and become annoying. How about you have to hit a button to put up and down landing gear on fighters though? Obviously, you would go faster when it is up and slower when down, and it must be down to land, if any of that is possible.

Re: Inventory ideas portaining to fighters, ammunition, and

Posted: Sat Dec 08, 2012 3:07 pm
by Ivan2006
Well, as far as I know, it is already more or less set in stone that something is needed to prevent people from running around with heavy mechs in their Inventory.
Even with those transcendental inventories that every game has, it would still make no sense to have the term "hangar and launch bay" refering to a chest in front of a big airlock.

Re: Inventory ideas portaining to fighters, ammunition, and

Posted: Sat Dec 08, 2012 3:56 pm
by cats
No, it's not a necessity for FC 1.0. Not much is, other than Copernicus and building blocks and weapons.

These things need to be considered for FC 1.-- or 2.--.

Re: Inventory ideas portaining to fighters, ammunition, and

Posted: Sat Dec 08, 2012 6:06 pm
by Crash Override
Alduin wrote:Alduin Approves



Lightspeed Approves \\m//

Re: Inventory ideas portaining to fighters, ammunition, and

Posted: Sat Dec 08, 2012 6:50 pm
by Tunnelthunder
Dr. Mackeroth wrote:While your ideas are well though out, they are not necessary to Futurecraft. The objective is to finish the mod, not get stuck in development for 3 years (by the way, does anyone know when our 2nd birthday is/was, I've lost track of time).
Mack to have a birthday you need a "kid" and right now futurecraft seems to be in its first trimester.

Re: Inventory ideas portaining to fighters, ammunition, and

Posted: Sat Dec 08, 2012 9:55 pm
by Aidantheawsome
All I gota say is, if this is implamented, Im gona alter all my inner clothing to have holsters, sheaths, ect, and walk around with a hundred and one weapons under my coat! 8]