Endo inventory overhaul

CalenLoki

Master endo
Joined
Aug 9, 2019
Messages
741
#1
Idea for more choice-requiring, immersive, and realistic inventory system was circling my mind for quite some time. It's largely inspired by Planetside2 class system, but tailored for class-less game.
  1. Before it can be introduced, there need to be ship-based item storage. Either interactive weapon racks or simple boxes.
  2. All the items endos have with them are placed in localised slots and are visible on the model. So the current "backpack" would disappear in favour of two weapon slots (medium and large, each exchangeable for 3/4 small) and 3 module slots. Additionally 1 item of any size can be held in off hand while using 1h weapon.
  3. Items are divided into size groups:
    -very tiny (grenade, pistol magazine), 8 can fit in front pockets.
    -tiny (rocket, assault rifle magazine, durability tool), 4 can fit inn pockets
    -small (pistol, most tools), 2 slots on thigs, 3 slots for medium and 4 slots for large.
    -medium (assault rifle, long rifle, grenade launcher, grinder), 1 slot in the back (can also fit into large)
    -large (antigel, rail rifle, rocket launcher), 1 slot in the back
    -huge (tripod weapons)
  4. Modules fit around resource bridge in the back: left, right and bottom. They provide user with various perks and abilities. Some of them fit only into specific slot (L, R, B)
    -ore vacuum allows manual mining (L or R)
    -compressed storage gives 2 ore stack slots. If taken out with ore inside, it automatically releases it.
    -extra generator/radiator increase energy/heat (stamina) capacity and recharge/cooling rate
    -ammo box has slots for 3 ammo types, each with very large quantity, and for 3 magazines. Magazines plugged into ammo box get reloaded. Other players from your group/company can use your ammo box. It automatically refill it's stock if RB to a ship with ammo storage.
    -power converter allows reloading some tool and mags (welder, laser cutter, grinder, laser rifle, antigel, plasma)
    -third arm greatly reduces recoil and spread of weapons, and increase mining and punching strength/speed. Uses energy while actively used. When equipped with ammo box/power converter and using compatible weapon, it belt-feeds the weapon directly from the box (no reload required) (Only R slot)
    -portable shield generator reduces damage received from narrow (60 deg) cone in front. Uses energy both for keeping it on and for each absorbed hit. (Needs L slot to work, R or B to boost radius/absorption level)
    -recon allows zooming in and painting targets with laser designator. It could also slightly highlight endos with high temperature (==low energy) (L or R).
    -jet pack allows dashing in space, or flying in high gravity where build-in jetpack doesn't work. Uses a lot of energy/heat. (L with R, or B)
    -grappling hook is an alternative method of faster traveling. Faster than jetpack, but requiring use of environment, and blocking use of one hand (L or R)
  5. Heat/energy/stamina/mana is used for various module-based skills, sprinting, using tripod weapons (instead of current RoF nerf when not plugged into RB), telekinesis (based on held object mass).
    It could be either hard limit like now (once energy runs out, you can't use it) or soft limit with negative effects (the more you heat up, the slower you go, get higher bullet spread, abilities work worse, you're easier to spot by enemy recon)
  6. Resource bridge boosts heat/energy/stamina capacity and regeneration, can feed ammo box from ship storage and acts as lifeline.
    Sitting in a chair that is plugged into cable/pipe network should count as being connected to RB.
  7. Telekinesis allows using 1h weapon while holding objects.
    Using it with both hands free increases the mass limit from 25 to 50 tons (so current max limit.
    Going above mass limit changes it to physical pull/push, like tractor beam.
  8. Weapon ammunition types could be a bit more standardised, so looted corpses and supply troops have higher chance of matching what you need. I.e. feed all gunpowder weapons into pistol/revolver/carbine/rifle/shotgun/grenade calibres (i.e. long rifle and tripod MG would all use the same rifle ammo, just in different mags, while assault rifle and battle rifle use another). And allow refiling one magazine from another.
 

LauriFB

Administrator
Moderator
Frozenbyte
Joined
Aug 9, 2019
Messages
212
#2
Thanks for thought-out suggestion, it's always refreshing. Some random comments:
  1. Item crates are coming first, racks are still undecided
  2. The original item backpack actually was planned to have three visible slots (two long weapons and one large slot), and the back slot even was visibly working. Leg slots (small weapons) are still visible slots. So there's support at least mid-way for this.
  3. There's built-in size support, though smaller would go thru stacks of items fitting into one 1x1 slot. But it's technically there, and kept in the inventory v2 as well.
  4. We had planned different backpacks for this purpose, but that plan fell through. Might need to revisit that at some point.
  5. Similarly, "stamina" for sprinting was planned to be expanded to for example jetpack, but never got into that either.
  6. This is a good idea.
  7. We've been preparing for dual-wielding 1h weapons for ages, so this would fit the same concept. Handheld tractor beam is actually on the bucket list, but again we never made that far (yet).
  8. These are good points as well.
 

XenoCow

Master endo
Joined
Dec 10, 2019
Messages
568
#3
I'm all for more physicalization in the game. I already really enjoy seeing the two leg slots visualized.
 
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