
How to fix repair without chaning insurance companies
52 posts
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Glyph wrote:RiD, I really, really like the idea of equippable tools boosting your Repair performance. I've had vaguely similar ideas floating around in my head for a while without having properly coalesced into a workable plan, but you've put your finger right on it.
I don't recall ever discussing the idea of repair tools before, and certainly not discarding the idea, although a second weapon slot has been mooted. It's something I've had on the to-do list for ages, partly because it's a big change and partly because I haven't firmly decided how to do it yet. I'd like to use something similar to the WH40K system of one- and two-handed weapons, I think - for anyone not familiar, a character could equip two single-handed weapons or one double-handed weapon and one single-handed weapon, but not two double-handed weapons. For example, you could have a vibro-axe (a two-handed weapon - it's the thing the disguised Lando carries in Return of the Jedi) plus a pistol of some kind, a sword and sidearm, two swords, a gunslinger's brace of pistols, and so on.
In addition, I think I'd like to include a limited number of equipment 'slots' per character, with each piece of equipment carried taking up a specified number of slots. For example, say you had 5 equipment slots - that might let you carry a medi-pack (3 slots) plus two grenades (one slot each). (All numbers plucked out of the air at this point.)
The bad news is that this is a major departure from the way the game currently works and would therefore require a huge amount of recoding. The good news is that it is, in principle, entirely compatible with the modular approach I'm taking with the V2 code (this is not accidental).
two-handed goodness

and i swear the vibro axe was broadside's second weapon, and definetly one handed....though i think my memories starting fade so maybe i'm wrong on that too.

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Tammuz - Faction Commander
- Posts: 4354
- Joined: Fri Aug 01, 2003 5:49 pm
52 posts
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