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Setting some guideline to assigning encumbrance to wearable storage items #45621

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Salty-Panda opened this issue Nov 25, 2020 · 6 comments
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<Documentation> Design documents, internal info, guides and help. stale Closed for lack of activity, but still valid. <Suggestion / Discussion> Talk it out before implementing

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@Salty-Panda
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Salty-Panda commented Nov 25, 2020

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
image
SWAT armor after filling up its 5L of storage increases in encumbrance by a total of 39 points
image

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:

  • lever rule/distance from the center of mass:
    some multiplier based on a body part, growing in the order torso < head < legs < arms < feet and hands
  • bulkiness/rigidity:
    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.
  • interfering with moves:
    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
  • coverage to weight/volume ratio:
    the better spread of cargo over body the better. MOLLE pack or runner pack is better than a shoulder bag
  • clothing layer:
    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
@Salty-Panda Salty-Panda changed the title Setting some guideline to assigning encumberance to wearable storage items Setting some guideline to assigning encumbrance to wearable storage items Nov 25, 2020
@ZhilkinSerg
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@stale
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stale bot commented Dec 25, 2020

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.

@stale stale bot added the stale Closed for lack of activity, but still valid. label Dec 25, 2020
@GyprockGypsy
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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.

@stale stale bot removed the stale Closed for lack of activity, but still valid. label Jan 8, 2021
@actual-nh
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actual-nh commented Jan 10, 2021

This is related to #40164 also.

@stale
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stale bot commented May 2, 2022

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.

@stale stale bot added the stale Closed for lack of activity, but still valid. label May 2, 2022
@Night-Pryanik
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Closing as stale, since stalebot can't do this by itself.

@Night-Pryanik Night-Pryanik closed this as not planned Won't fix, can't repro, duplicate, stale Dec 1, 2022
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<Documentation> Design documents, internal info, guides and help. stale Closed for lack of activity, but still valid. <Suggestion / Discussion> Talk it out before implementing
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