Open BenLubar opened 1 year ago
By the way, if anyone has any feedback, suggestions, or ideas of any kind, I'd like to hear it.
With today's beta update, we now store a read-only copy of your inventory in the cfg folder when you open the game or view your inventory in the menus after having its contents change. This means we can tie gameplay to the possession of items (for example, the weapon replacements idea) and not have that gameplay be inaccessible to someone who is temporarily without an internet connection (such as someone using a Steam Deck while they're away from home).
Update on the tradability: the Valve rep I talked to said what we're requesting (making tradable Steam items in a free mod) is unusual (it is) and that they'll discuss it internally.
The items will not be made tradable. We will balance the system (drop chances, etc) around this.
I'm running some polls to gauge how much people would like the various parts of this system. I'm not putting these questions in front of AS:RD players just yet (I'd rather have it be a pleasant surprise or at worst a pointless one).
https://mastodon.lubar.me/@ben/109946544689896680
Polls still have multiple days left in their run time, but it looks like people are enthusiastic about random drop strange weapons, quests to unlock items, and new weapons released through this system and there's a more mixed (about 50-50) response for crafting.
If anyone has any ideas for naming/theming, I'd like to hear them.
TODO: objectives related to explosives, leadership procs, mines, and officer weapons.
TODO: objectives related to damage amp, heavy weapons, piercing, and special weapons weapons.
TODO: objectives related to healing, infestation curing, combat drugs, freeze grenades, and medic weapons.
TODO: objectives related to hacking, welding, sentries, chainsaw, and tech weapons.
TODO: objectives related to using all-class "normal" weapons
TODO: objectives related to slaughter and avoiding attacks
TODO: objectives related to specific missions
TODO: objectives related to workshop, HoIAF, deathmatch, Steam friends, etc.
TODO: Design shop for currency rewards. All limited-purchase items should be available to all players via the amount of currency available from questing, and there should be some unlimited-purchase items to soak up the rest of the currency. Items should be available via other means as well, for players who do not want to quest.
Idea for material drops:
I feel like this system would be more engaging than just randomly dropping materials using a playtimegenerator, and it would also mean that we could show the player hints about which missions have materials available and whether they have any materials waiting to be claimed. (To my knowledge, there is no way to query whether a playtimegenerator is ready to proc without proccing it.)
Strange
This will be a system similar to Team Fortress 2's Strange Weapons, Counter-Strike: Global Offensive's StatTrak™️, and Dota 2's Inscribed Gems.
Strange Weapons (and Strange marine suits) do not cause any gameplay or cosmetic changes when equipped, but they do cause statistics to be displayed to other players in the lobby based on which Strange Devices are attached to the item.
Example item:
Strange items can drop rarely at the end of missions, but usually you'll get some kind of crafting material that can be used towards crafting a Strange item.
Crafting
The crafting item categories are:
So far, the defined items in my local draft are:
The two tools are functional (or would be if I had written the UI for them and also uploaded them fully to the inventory schema). There are no other exchange recipes defined.
I did a simulation of the drop probabilities here: https://github.com/BenLubar/toy-steam-inventory/blob/main/example_output.txt
Contracts
Random drops won't be the only way to obtain cool stuff! We're also going to add a system similar to TF2's ConTracker, CS:GO's Operations, or Dota 2's Quests, and to a lesser extent, Deep Rock Galactic's Performance Pass.
Basically, there's a web of item rewards and you can progress through it by playing on official servers. You can only make progress in one node of the web per mission, and you need to complete the mission (success or fail) to store your progress.
Each reward would have 3 objectives that each reward a number of points every time they are completed. The second and third objective must be completed a certain number of times to unlock "stars" that can be used to unlock additional nodes, and there's a star and an item reward that can be earned by completing the "primary" objective of earning a total of 100 points from the three options.
Example from TF2:
Getting 5 kills with reflected projectiles and nothing else (that is, somehow not scoring any points as Pyro for simplicity of this example) would make you end up with 75/100 points and one star. Getting one domination and scoring 5 points on the scoreboard would net you an additional star, whatever item is attached to the node, and allow you to unlock nodes connected to the Pyro node with stars.
(That is, you can only unlock a node if you pay the required number of stars and also have 100/100 points in each of the nodes connected to it. Connections are unidirectional.)
There's a feature in TF2 where you can earn progress on someone else's contract if you're in a party with them; since this is a co-op game, we might want to do some variant of that, at least for some objectives.
Other ideas for consideration
First, I want to make a quick note of two rules for the design of this system:
That being said, here are some ideas for things other than crafting Strange Weapons (and the already-existing medals) that this system might include in the future:
Checklist