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Setting some guideline to assigning encumbrance to wearable storage items #45621
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This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not 'bump' or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered. |
Adding a definition for what quality a pocket uses would be good. A kevlar reinforce duster or cargo pants are going to have some pretty tough pockets, so volume is the only real limit to the pocket. Vs an LBE hook or extra-dimensional pocket, where volume is essentially meaningless. |
This is related to #40164 also. |
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not 'bump' or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered. |
Closing as stale, since stalebot can't do this by itself. |
Is your feature request related to a problem? Please describe.
Currently, the values are imbalanced and all over the place.
Using holsters, sheaths and tactical equipment is just inefficient. It's better to stack armor and cargo clothes in a single slot instead of storing bandages in your armor item
SWAT armor after filling up its 5L of storage increases in encumbrance by a total of 39 points
Describe the solution you'd like
Calculating an item's to-hit-chance has a clear guideline in docs. A uniform ruleset could be created and applied to storage items so there would be less unrealistic min-maxing with weird combinations of clothes and balancing commits based on a single person's opinion.
Describe alternatives you've considered
Playing around with JSONs in my game to make some tactical items more viable
Additional context
Realistically, we are interested in two values: encumbrance/volume and encumbrance/weight.
Example criteria could be:
some multiplier based on a body part, growing in the order torso < head < legs < arms < feet and hands
a few semi-rigid pockets (e.g. magazine holders) account for less encumbrance than a single loose sack/backpack. Applies for most armor with small pockets vs various bags and sacks.
is content lose or strapped tightly, can it bump into a body part? Applies for most belts, holsters, back scabbards, harness that can store gun
the better spread of cargo over body the better. MOLLE pack or runner pack is better than a shoulder bag
not sure about this one. On the one hand pocket "close to skin" should be less encumbering since it's nearer the body so there is less inertia. On the other hand, if there are clothes in the further layer then there should be some penalty for bulkiness underneath them
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