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Inventory weight system

Got a great new idea for the game?

Would you like a weighted inventory?

Yes, this is a good idea
17
65%
No, this is a bad idea
9
35%
 
Total votes : 26

Re: Inventory weight system

Postby jlordo » Wed Jun 20, 2012 3:05 am

EpicDude133 wrote:Meh. AOS Doesn't have stuff like medkits, or whatever you want. So there's pretty much no point for an inventory weight system.


Actually, in the next update Ben will be adding health crates and ammo crates but he might make them drop from the sky so they wouldn't be in your inventory. :P
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Re: Inventory weight system

Postby CalenLoki » Wed Jun 20, 2012 12:48 pm

Not new idea, but I like it.
I especially like Gorman's grid idea, but IMO changing shape of the grid would be better than trying to create weird shapes for each weapon to prevent taking more than one. (not to mention that how the duck SMG is 1,5x bigger than semi :P)
Something like this:
Image
(13/12) White is your grid, every free block gives you +5% speed (up to 165%/160% speed with empty inv)
There are two version of the grid:
- first require taking weaker weapon (yellow) to take some of better sub-classes (green), but it makes difference between (red) and (orange) a lot less noticeable-only one slot less.
- second allows taking both (yellow) and (green), so less difference between (orange) and (yellow)
IMO first is better, because there is already big difference in how you use between (red) and (orange). and it could be changed even more by increasing size of (red) to 7 or even 8
(6) Red is for heaviest weapon (MG, RPG, andti-material rifle, mortar) it's supposed to prevent you from taking any real sub-class
(5) Orange is for main weapon (rifle, AR-currently called SMG, ect.)
(4) Yellow is for weaker main weapon (shotty, real SMG, ect.) You trade some of weapon properties for additional free space (less damage for example)
(3) Green is for sub-class item that you should own only one, or for good sidearm (medikit, body armour, adv eng tools, camuflage, MP, sawn-off)
(2) Blue is for weaker sub-class item or sidearm, when you want to be multi-class (weaker medikit, flak west, eng tools, pistol)
(1) Is for all small stuff. You can fit as many as you want, but you pay for each with speed (30 mg/ar/smg/mp/pistol ammo, 10 semi/shotty ammo, 5 anti-material ammo, 1 nade/rocket/mortar round, 10 blocks, 2 reinforced blocks, some smaller equipment like binoculars)

You can rotate weapons as you like.
Some of mentioned items are just example if we ever gets more items in game, don't discuss them here.
Weapon's sizes are designed for balance, not realism.
Inv is dynamic (speed too), so you can enter it and drop item at any time (it stays on the ground for like half minute, fo ammo sharing), mined blocks slowly fill your empty space, players drop random single item when they die.
Amount of slots is ofc up to discussion, and can be easily applied to the grid.
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Re: Inventory weight system

Postby scarfacemperor » Wed Jun 20, 2012 3:43 pm

Why not simply a weight bar, from 1 to 10 :

Heavy weapon : 7
Weapon : 4
Side arm : 1
+33% ammo : 1 per slot
Grenades x 3 : 2 per slot
Light armor : 2
Heavy armor : 4

Basic class : weapon + 3 grenades : 6 slots, 100% speed

Each slot = +/- 20% speed
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Re: Inventory weight system

Postby EpicDude133 » Wed Jun 20, 2012 6:05 pm

Tetris inventory? Like that?
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Re: Inventory weight system

Postby MrHaaaaaaxFF » Wed Jun 20, 2012 6:26 pm

OP, change the name into Tetris weight system please. We like them more :D
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