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It shouldn't be possible carrying more than the allowed volume. #5594

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Sheco opened this issue Jan 17, 2014 · 13 comments
Closed

It shouldn't be possible carrying more than the allowed volume. #5594

Sheco opened this issue Jan 17, 2014 · 13 comments
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(S2 - Confirmed) Bug that's been confirmed to exist <Suggestion / Discussion> Talk it out before implementing

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@Sheco
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Sheco commented Jan 17, 2014

When you drop or take off an item with storage, the character shouldn't just hold on to the items that might have been stored in it, becoming crippled for carrying so much volume somehow.

I think the most reasonable solution would be to drop some items, when they "overflow" the maximum carrying volume.

The idea is that when you take off an item container, you have to empty it and pack it, to store it in another item container, the player should manage the process of emptying the item container somehow.

An easy solution would be opening an AIM window (or a regular drop window) when taking off an item container to force the player to drop items until the character is not holding more volume than the limit.

I've noticed you can usually pick up 1 or 2 units above your maximum allowed volume, incurring in encumberance penalties, I think this shouldn't be allowed.

@Headjack
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That's stuff you have in your hands, the extra 1 or 2, without which naked chars could only hold one thing. The troublesomeness of it is reflected in encumbrance penalties.

Once we have items actually living inside containers the other thing will be resolved.

@Sheco
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Sheco commented Jan 17, 2014

I guess that is fair, you use both hands to hold the extra 1/2 volume, which correctly translates to the penalties.

Are there plans to having items inside items? Would that lead to inventory micromanagement?

@Headjack
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It's been floated before, but it will probably take a while.

@Sheco
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Sheco commented Jan 17, 2014

It would make sense to do it the way I propose, then, forcing the player to drop items until it only has 2 excess volume.

That wouldn't be hard.

Right now, if you have a lot of storage and strip naked, somehow you end up able to carry everything you had... very encumbered, but still holding everything, like a cartoon character.

@ianestrachan
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There was some discussion about this in #2846 regarding the clothing with volume being destroyed (as opposed to being removed, though ideally the same code would deal with both scenarios).

Even more ideally, items ought to be linked to specific pieces of clothing (instead of allowing two separate 4-volume containers to magically hold one 8-volume item), but that's a lofty goal.

@Sheco
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Sheco commented Jan 17, 2014

@ianestrachan: Yes, that's right, just what I had in mind.

What do you think about my proposal? it solves the issue and it's quite easy to do. Just force the player to drop items until the volume goes down to a manageable amount.

This way there's no extra code deciding what should be dropped, the player could decide what's important to keep or not.

Right now there's no inventory micromanagement, items are not strictly stored in a particular storage, so letting the player decide what to drop is a sane solution.

@Sheco
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Sheco commented Jan 17, 2014

I like the ideas in #3671, tough.

@ianestrachan
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I think it's a reasonable solution to a difficult problem. Popping up an advanced inventory-style window to make them drop stuff with the container will get the job done even if it might be a little annoying.

Alternately, it may be easier to just do a quick comparison of carried volume, max volume, and volume being removed, and if it'll put them past the max+2 limit, just say "You can't remove that <whatever> while there's stuff in it."

@Sheco
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Sheco commented Jan 17, 2014

That alternative would work just fine, the player is not limited to dropping items, he could throw them, consume them, or any other method of dispossal. I like it.

@kevingranade
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For the time being it'd be fine to just have it drop random stuff until they're under the limit, brinting messages about it of course. Having the player pick stuff is kind of weird.

@Sheco
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Sheco commented Jan 19, 2014

If it drops random stuff in a single turn, I might be ok with that, I wouldn't feel confortable having a character magically holding items and having them fall off eventually turn by turn.

But still, I'm not too comfortable having it drop random stuff either, because the player might attribute a higher value to certain low volume items and it would be annoying if they were the first to fall.

Maybe if there was a way to assign labels or priorities to items, so they're the last to be candidates to be dropped, this wouldn't be so awkward.

@Sheco
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Sheco commented Jan 19, 2014

I guess in certain way, the logic previously mentioned would make sense, having the high volume items be the first ones to be dropped.

@kevingranade
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This is implemented, yay.

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