Various Armor Ideas: Banker, Hoarder, Chemist

GuardianReaper0

New member
My buddies and I have been kicking around ideas for various armor sets, and I thought I’d reach out for some input here on the suggestions.

Keep in mind these are just rough ideas, that if people like the premises of them, I’ll take the time to work out finer details.

Banker: 

Collects more old cash from looting, has better bartering, other bonuses to be determined.

Hoarder:

Extra backpack slots, has a chance to pull extra items when looting containers, gets a damage bonus the more full their inventory is. 
 

Chemist:

Collects extra chemical related supplies when looting containers (coal, nitrate, acid, gunpowder, fuel, etc), a bonus to explosive weaponry, other bonuses to be determined.

Like I said, rough ideas I’m looking for feedback on. Just try to keep an open mind. 

 
Banker: 

Collects more old cash from looting, has better bartering, other bonuses to be determined.
The benefits of trading are already provided by a bunch of sets - it's useless

Chemist:

Collects extra chemical related supplies when looting containers (coal, nitrate, acid, gunpowder, fuel, etc), a bonus to explosive weaponry, other bonuses to be determined.
Of all the above, only the acid is valuable. The rest is easier to obtain through the miner's suit.

 
Various sets have various bonuses for bartering, yes, but they may not be good for whole set usage. Not everyone wants to carry an extra piece of armor just to go to the trader either. This would help to add some more variety.

As far as your comment about the chemist, I’d say that is the opinion of a meta min-max player. Not everyone enjoys spending a bunch of time mining and/or dumping points into mining. Those various chemicals can be found when scavenging/ looting, and in smaller amounts may be regarded as less useful. However, if the set works as intended, and the player could obtain more of the supplies they needed, it would help to reduce the amount of time they needed to go out and mine, keeping them more actively engaged in what they enjoy. 

 
Not everyone enjoys spending a bunch of time mining and/or dumping points into mining.
Digging for resources doesn't require much time. 2-3 days a week is quite normal. Although it's even easier to dig at night and rob during the day. As for points, by the time you can make level 6 armor, you'll have already upgraded all the necessary skills. And where to put points from other levels? By level 300, everything is upgraded.

 
Digging for resources doesn't require much time. 2-3 days a week is quite normal. Although it's even easier to dig at night and rob during the day. As for points, by the time you can make level 6 armor, you'll have already upgraded all the necessary skills. And where to put points from other levels? By level 300, everything is upgraded.
Again, you are only seeing it from a min-max angle. How about instead of spending the time trying to tell people just to work with what’s in the game, you help refine ideas that could make the game more interesting in the future?

 
Butcher, Baker, Candlestick Maker? ;)  (Must be the trio of "armor" set ideas that brought that to mind.)
 

Not everyone enjoys spending a bunch of time mining and/or dumping points into mining.
The very reason I've kept right on putting just a few points into Miner 69er and Motherlode, whether I'm playing a strength-based build or not. I despise the constant battering on stuff required by this game, considering it a waste of my real lifetime, and am not changing outfits according to whim and time of day to try and offset that unenjoyability when there is no offsetting it. I will remain fully conscious of that waste regardless. 

That's much of the reason why there's been such a backlash to the armor bonuses as far as I can tell. Many obviously don't want magical enchantments on their postapocalyptic armor and I can see why. They're not playing Elder Scrolls after all. (BGS has never drawn a clear line between its fantasy and postapocalyptic titles. Ergo, neither do many other development studios due to their influence.) While multiplayer teams can and do specialize in one thing or another, the game is already designed/balanced around them via skills in the skill trees. Further, bonuses can be applied via everything from candies to cigars for various purposes. Granulate it even further like this and single players, especially, are probably going to balk at it. Is the game not overly granulated already?

I can see the mining, farming, scavenging outfits as outfits to change appearance for roleplaying purposes, but can't even bring myself to think of them as armor sets, so I can see why others can't. If the systems (mining, trading, farming, etc.) were properly balanced against one another as opposed to providing multiple one ways of gathering needed materials, etc., the unenjoyable to enjoyable ratio, which is wholly dependent on individual player affinity, would naturally follow, imo. But they're not so balanced. Some things can only be bought through traders, e.g. the dew collector mods, when there might be a way to craft those as well, for example. Then, folks who like the crafting system but don't like dealing with the traders would have a way to get them without having to deal with the traders and vice versa. That kind of thing.

Aside: I've heard a lot of talk about the traders being "overpowered" simply because min-maxers are going to min-max. They're not overpowered. No one has to buy or choose from "rewards" items they can craft instead if they don't want to. But having those items available at the traders' and in loot means those who prefer not to engage with the crafting system as much don't have to. 

 

 
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