PC Inventory reworked

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)

inventory.JPG

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 love this idea!

Although I'll be hated by many for saying this...

I do think that the mid/top bags must be level gated somehow. STR? Packmule?

You could find the mid/big bag from looting in certain places (Big POIs as a reward?)... you won't be able to equip it but you're taking that baby home for later use.

 
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Needs more fanny pack. Where else are dads supposed to store their wallet when wearing sweatpants?

 
Forgot a key component, when you die you drop your equipment so no more rushing places without thinking unless you don't mind risking your hard earned inventory slots.

Also an idea to implement after bandits get included, when you die they have a chance depending on difficulty of looting your corpse, forcing you to recover your gear in X amount of time and of using its contents in an offensive way (ammo and weapons) or defensive way (first aid and consumables) against you.

 
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