Closed vorpalhex closed 2 years ago
I have a different solution in mind, although your idea might help with some auto-selection.
I want to have items assigned to containers without being explicit contents. This would only be used for dropping, zombie equipment and the like. Basically:
Your idea could help with auto-selecting items for drops. For example, if you drop a tool belt, it could prefer to drop items of tool type with it. Autoselection of items to drop is still a complex question. Ideally, we'd have some way of keeping certain amounts of item at hand, for example 10 aspirins, while the rest goes into backpack, which is dropped.
Just to chip in, this sounds kinda similar to an idea about the topic i had I'll just copy it over:
"so you'd essentially have, lets say 2 backpacks with 20l space each giving you 40l of "free storage" as in, same inventory usage as you already do it now and you basically assign your needed day to day items to one of them, which take up 10l
those 10L are blocked off, but you still got 30L of unassigned storage space that is basically your kitchen sink "everything lands here" big pocket"
This would essentially give you full freedom about whether you want to interact with that system to begin with or not. It'd also likely save you from having to implement overly complicated mechanics to reference items and such.
Anyways, just wanted to throw that out too, i'd appreciate a system like that, as long as its either optional, or unobstrusive enough so you dont have to deal with additional micromanagement, unless you really want to.
This would essentially give you full freedom about whether you want to interact with that system to begin with or not
I think this is a really important goal for whatever we solution here. The zone management feature is a great example of something being an opt-in kind of gameplay feature, and it helps reduce burden on new players while giving advanced players more toys.
those 10L are blocked off, but you still got 30L of unassigned storage
I think earmarking of space is potentially complicated. If you pick up a bag off a corpse and it has assigned items, you hit the issue of "why does this bag have less space than it should?" as a new player. It becomes non-obvious.
One of the benefits of the proposed affinity system is that total storage space behaves as items do now even when assigned items are in the mix.
@Coolthulhu I think we're on the same page basically. I'm calling:
Items dropped this way retain some sort of reference to the bag
that "affinity", and affinity is an (under the hood) item property. Potentially items on a corpse might have an affinity to a bag on a corpse, such that when you pick up a backpack it has a few items in it already. I think that's immersive and fun and not annoying as a player.
Your idea could help with auto-selecting items for drops.
So I'll edit the original post to make this more clear but in my vision affinity is a player assigned property. Literally the player would highlight an item and say "this crowbar has an affinity to my raiding backpack".
Pockets seems to be to CDDA, what tables are to RimWorld...
Just have an easy to implement idea meanwhile: what if just skip items marked as favorite, when chosing items to drop with backpack? Marking items as favorite is already pays off a lot, when you want to fast drop some items from a certain category to your warehouse for example.
This will improve melee-based gameplay by a lot, if you do not want to drop certain items like medicine tools or other important stuff
Planned in some way. I have a few designs in mind. Discord may be a better place to discuss this, since it requires constant dialogue (quickly shooting down unviable ideas, mostly).
Will take a while to implement and the issue is stale, so I'm closing it. Issues for "distant future plans" aren't very useful.
Is your feature request related to a problem? Please describe.
BN split from DDA right before pockets - and for good reasons. Pockets as implemented in DDA require a lot of management, it made the base game not very fun and the addition of item "length" broke a lot of typical patterns like keeping a pipe on your person.
However, pockets do allow things like medical kits to behave as one expects (being a container with items as opposed to an item that's activated and transforms), and it has the potential to actually ease gameplay by letting items "stick" to containers.
Describe the solution you'd like
Instead of following DDA's pattern, we should implement "container affinity". Items prefer to follow a container they have an affinity for (eg aspirin has an affinity to it's medical kit). If an Item has no affinity, it'll do it's best to stay on the character until storage no longer allows it to do so at which point it will drop to the floor.
Edit for clarity on 4/19
Affinity here is something that typically the player assigns to an item. The player would go into their inventory, highlight the crowbar and say "This particular crowbar has an affinity for my duffel bag". The affinity would apply only to that specific crowbar, and only to that specific duffel bag. Other crowbars would behave normally.
There are cases where an initially assigned affinity makes sense, like aspirin having an affinity to it's medical kit or items on a corpse having an affinity to a bag on a corpse. Items should have only one affinity, and it should be possible to clear it.
End Edit
This differs from DDA in a few important ways:
This allows several playstyle improvements:
Describe alternatives you've considered
Goals
I think the goal here is to have an optional system that benefits advanced players but doesn't require interaction from newer players. It should be lightweight and easy, and overall a low touch system. Keeping overhead on JSON authors minimal is something that we should keep in mind.