Kilroy83
Refugee
Hi all, first poster here but follower since Alpha 15
I know most people won't like the idea I'm presenting considering that even though we currently have full capacity at disposal encumberment mechanic is viewed as an annoyance rather than engaging but I'm ok with that, just giving ideas for (if lucky) a future vanilla feature or maybe something included in a mod after stable release.
I also know that most will say if it's not broken you don't fix it, but man, sometimes in order to advance and progress you need to leave your safe spot and try something new, there's always room for improvement.
My idea consists of the following, what if instead of having a boring fixed inventory tied to a boring point based progression we have a non fixed inventory tied to equipment and active progression via looting and crafting?, in my opinion it would add another layer of character improvement plus more motivation for loot hunting and multiple types of playstyles:
- Tactical approach: you go up the ladder step by step from a hobo to a hoarding killing machine
- Crafter: you rush the crafting tree to acquire the highest craftable equipment asap (mid tier gear max)
- Badass Techno Viking: you storm high end gear locations like a caveman with just a wooden club and a big pair
This is a rough example of how I see it (numbers are just an estimate)

Craftable bags
- Cloth satchel: 10 slot starter bag included in tutorial (cloth+fibers+wood maybe)
- Improved leather satchel: low tier 15 slot satchel tied to low level armor crafting perk
- Reinforced leather backpack: mid tier 20 slot backpack mid level armor crafting perk
Lootable bags
- Regular backpack: common find in houses, schools or school buses, same capacity as improved leather satchel
- Hiking backpack: rare find in camping sites and cabins, uncommon find in caves or bunkers, same capacity as reinforced leather backpack
- Duffel bag: rare find in shotgun messiah, fire station and military encampments, 25 slot bag
- Assault backpack: uncommon find in heavily guarded military facilities like red mesa, 25 slot bag
Lootable equipment
- Cargo pants: uncommon find in houses, 4 slot gear
- Training hoodie: uncommon find in houses, 6 slot gear
- Utility pants/overall: uncommon find in working stiff and construction sites, 6 slot gear
- Trench coat: uncommon find in working stiff maybe, 8 slot gear
- Assault pants: rare find in all military related pois, 8 slot gear
- Assault jacket: rare find in all military related pois, 10 slot gear
- Holster: Epic find anywhere, 2 slot gear
Just an idea, I understand this Alpha brought an important conflict of playstyles so take it just as that, not here to antagonize or create more conflict, english is not my native language so apologies in advance if you find spelling errors :smile-new:
I know most people won't like the idea I'm presenting considering that even though we currently have full capacity at disposal encumberment mechanic is viewed as an annoyance rather than engaging but I'm ok with that, just giving ideas for (if lucky) a future vanilla feature or maybe something included in a mod after stable release.
I also know that most will say if it's not broken you don't fix it, but man, sometimes in order to advance and progress you need to leave your safe spot and try something new, there's always room for improvement.
My idea consists of the following, what if instead of having a boring fixed inventory tied to a boring point based progression we have a non fixed inventory tied to equipment and active progression via looting and crafting?, in my opinion it would add another layer of character improvement plus more motivation for loot hunting and multiple types of playstyles:
- Tactical approach: you go up the ladder step by step from a hobo to a hoarding killing machine
- Crafter: you rush the crafting tree to acquire the highest craftable equipment asap (mid tier gear max)
- Badass Techno Viking: you storm high end gear locations like a caveman with just a wooden club and a big pair
This is a rough example of how I see it (numbers are just an estimate)

Craftable bags
- Cloth satchel: 10 slot starter bag included in tutorial (cloth+fibers+wood maybe)
- Improved leather satchel: low tier 15 slot satchel tied to low level armor crafting perk
- Reinforced leather backpack: mid tier 20 slot backpack mid level armor crafting perk
Lootable bags
- Regular backpack: common find in houses, schools or school buses, same capacity as improved leather satchel
- Hiking backpack: rare find in camping sites and cabins, uncommon find in caves or bunkers, same capacity as reinforced leather backpack
- Duffel bag: rare find in shotgun messiah, fire station and military encampments, 25 slot bag
- Assault backpack: uncommon find in heavily guarded military facilities like red mesa, 25 slot bag
Lootable equipment
- Cargo pants: uncommon find in houses, 4 slot gear
- Training hoodie: uncommon find in houses, 6 slot gear
- Utility pants/overall: uncommon find in working stiff and construction sites, 6 slot gear
- Trench coat: uncommon find in working stiff maybe, 8 slot gear
- Assault pants: rare find in all military related pois, 8 slot gear
- Assault jacket: rare find in all military related pois, 10 slot gear
- Holster: Epic find anywhere, 2 slot gear
Just an idea, I understand this Alpha brought an important conflict of playstyles so take it just as that, not here to antagonize or create more conflict, english is not my native language so apologies in advance if you find spelling errors :smile-new: