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Improves clarity
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RiceMar1244 authored Jun 21, 2024
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Expand Up @@ -26,7 +26,7 @@ By expanding the concept of a task-oriented inventory (particularly in combinati

As an example of the first, for a nuclear operative currently, pistols can fit in the grenadier rig, which thematically is suppose to be a rig where an operative stores their wealth of explosives. The argument that maybe that just shouldnt be the case does not weigh on this proposal, but the point is illustrating that limited loadout customization compels options to reach outside of their niche.

As an example of the second, engineer toolbets can fit pretty much every single tool they could ever need, and this means that any non-engineer who can acquire a widely available toolbelt is nearly as equipped as them. Suppose engineers were given an exclusive super belt that fits more tools than the utility belt, and the basic utility belt's space was limited, but then what is the utility belt? An arbitrarily inferior version? Instead, engineers who really want to carry their full toolset around would equip both parts of the tool loadout, the tool belt and the tool rig, the tool rig perhaps being more limited to their access, in a way representing their "tool proficiency".
As an example of the second, engineer toolbets can fit pretty much every single tool they could ever need, and this means that anyone who can acquire a widely available toolbelt is nearly as equipped as them. If engineers were given a special belt that fits more tools, and the basic utility belt's space was limited, it would just make the basic belt an arbitrarily inferior version. Instead, engineers who really want to carry their full toolset around would equip both parts of the tool loadout, the tool belt and the tool rig, the tool rig perhaps being more limited to their access, in a way representing their "tool proficiency".

As an example of the third, a combat medic could wear a belt full of medical supplies and stims and a rig to store their weapon of choice. They are not as combat oriented as their allies, but they have both medical and combat powers.

Expand Down Expand Up @@ -56,7 +56,7 @@ The first proposal is that back bags can no longer be opened while worn, instead

In many games, the game stops you in some way when you go to access the complete gallery of your entire inventory. It might open a menu that spans the whole screen, it might restrict some of your controls, etc. For some helpful example, think about what a high-value manuever weapon-swapping in a Dark Souls game is, and how appropriately restricted it is by its equipment menu. We have no such obstacles (besides the hilariously large bluespace bag grids), and you remain full actionable, so effortlessly actionable that you could leave your center inventory open at all times. In a hand-based game, I think involving the hands in this proposed 'obstacle' is appropriate.

The second proposal is that back bags have a do-after for transferring items in and out, again specifically while worn. This also excludes the satchel, which would have no do-after while worn. In this proposal's case, the inventory can infact be opened and viewed while worn.
The second proposal is that back bags have a do-after for transferring items in and out, again specifically while worn. This also excludes the satchel, which would have no do-after while worn, or at least a shorter one. In this proposal's case, the inventory can infact be opened and viewed while worn.

This is a friendlier version of the first proposal. It preserves its intention and loosens its limitations. For one, it retains clarity, since a player can still see into their bag and remind themselves of its contents like they currently can. It also retains ease of controls, not having to remove the bag and move between hands to open it and interface with the contents, but still being able to.

Expand All @@ -68,7 +68,7 @@ For a combat loadout, they may bring additional ammo and gear forward into their

It is also intended that the changes to bags be as low friction as possible while being enough to set this clear distinction between a task-oriented accessible inventory and a spacious universal inventory. Holding a bag in a hand or opening it on the ground is not a massive hurdle, and if players wish to bypass it, they have a dedicated inventory option with the satchel. Many players operate in a specific spot for an extended period, it might even become natural that they place their bag down once they get to their workstation, like most would in daily work.

If they are instead a job that moves about the station alot, handheld storage options like toolboxes might even get more use, since they can easily be opened in your hand or placed down at your site of work. In this case, you could tote around a small work station and place it down without needing to mix those work tools with your personal belongings, and not having to make your belongings vulnerable when you place your storage down. The difference in ease of access highlights and motivates this distinction.
If they are instead a job that moves about the station alot, handheld storage options like toolboxes might even get more use, since they can easily be opened in your hand or placed down at your site of work. In this case, you could tote around a small work station and place it down without needing to mix those work tools with your personal belongings or having to make your belongings vulnerable. The difference in ease of access highlights and motivates this distinction.

## Supporting Proposals

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