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Brainstorming Inventory: Radical Other Ideas.

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--- Quote from: Hearteater on November 28, 2011, 04:33:48 pm ---Inventory

The less inventory I have in the field (to a point), the more creative I need to be in selecting what I bring with me.  You've already touched on this with the spell ammo concept.  But an important part of making inventory selection interesting is to make the costs interesting.

For example, if I can carry an equal number of 10 types of items and they each solve a different problem, I'll carry an amount of each type proportionate to how often I encounter those problems.  If there are 30 item types each of which solves three problems, I now am burning solutions to two other problems each time I use an item.

Further, if I had extremely limited in carrying capacity for any item I haven't increased my max capacity, things become more complicated and interesting.  Each player is now making decisions based on what he is capable of carrying.  Somewhat similar to the limitation of starting ship types in AI Wars.  Implicit here is you can never max all your item types capacity.  I actually would say to a degree, item types would be similar to ship types in AI Wars, with certain core items being like the triangle ships.

--- End quote ---

So... how about it?  If we went a bit more toward the survival-horror direction in terms of limited abilities inventory, that could be interesting.  We already have the concepts of different kinds of inventories, so this wouldn't affect ammo inventory (which is already planned to be separate) or commodities inventory (which is already separate, too).  Just thinking here about the main ability bar and the inventory that's related to that.

Right now you can store up to 10 abilities per ability bar, which you can then cycle through.  You can have up to I believe 10 ability bars, which thus lets you have access to up to 100 overall slots.  That's really handy in some respects, but it also makes you a walking armory.  What if we changed the design like this:

1. Instead of 10 slots per ability bar, there would be 14.

2. You can only open your extended inventory at a special armory type building (or whatever similar thing) in settlements or other special locations.  When you are actually out and fighting, you're limited to just those 14 abilities and that's it.

3. With the planned changes to health and mana, healing/mana-restoration spells and potions could be a thing of the past anyhow, meaning that you're using those 14 slots for mobility, lighting, defense, and offense only -- which seems like a pretty fair mix to me.


It's a really radical change in a lot of ways, so I thought this deserved its own thread.  It seems like it could be a really interesting thing.  Thoughts?

TNSe:
Limited inventory games is not something I am very fond of. It was very refreshing to have an "unlimited" inventory system for once.

Baleyg:
As much as I enjoy such systems, I don't think it's a good fit for AVWW.  Since the player can freely warp back and forth between chunks, it would just add a few steps to switching your load out.  So I don't think this change would work without reworking the teleport system.  I do not recommend doing that, for the record.

Teal_Blue:
At the risk of offending others, i would say that i like the idea of a limited inventory.

As for quick teleports back to settlements?

Well... just a personal thought, but yes it is tedious to travel out and spend a long time coming back. But to be honest, it feels more 'real'. 

And what if i run out of food in the wilderness on the way back? I guess i am saying that having to contend with the environment and not just the monsters i think would be interesting as well.

Just my two cents,

-Teal


tigersfan:

--- Quote from: Teal_Blue on November 28, 2011, 06:04:52 pm ---At the risk of offending others, i would say that i like the idea of a limited inventory.

As for quick teleports back to settlements?

Well... just a personal thought, but yes it is tedious to travel out and spend a long time coming back. But to be honest, it feels more 'real'. 

And what if i run out of food in the wilderness on the way back? I guess i am saying that having to contend with the environment and not just the monsters i think would be interesting as well.

Just my two cents,

-Teal

--- End quote ---

While not being able to warp back would be more "real", it would also be more boring. Dreadfully boring, in fact.

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