Hmm, I'm cross posting this from reddit as I didn't want to make a whole new thread, but I suspect this idea is not that cheap.
Reduced gear variables
In the current system of item tiers (poor, normal, good, etc), item % health, and item material type we have three redundant effects. The downsides of this are poor inventory/stack management issues as every garment occupies a singe cell(!), and when interacting with traders the large amount of clicking required to sell off 20-30 different parkas that are of slightly different material, tier, and %.
Proposal: Make gear stats rely on fewer variables. Percentage and quality could easily be rolled into one without disrupting flavor and game flow.
- When rolling for item quality upon creation, all items that would be legendary would be 150% instead. I.e: 150% (Legendary), 140% (Masterwork), 130% (Excellent), 120% (Superior), 110% (Good), 100% (Normal), 90% (Poor), 80% (Shoddy), 70% (Awful).
The benefits of this change would:
Additional options for further reducing variables:
Reduced gear variables
In the current system of item tiers (poor, normal, good, etc), item % health, and item material type we have three redundant effects. The downsides of this are poor inventory/stack management issues as every garment occupies a singe cell(!), and when interacting with traders the large amount of clicking required to sell off 20-30 different parkas that are of slightly different material, tier, and %.
Proposal: Make gear stats rely on fewer variables. Percentage and quality could easily be rolled into one without disrupting flavor and game flow.
- When rolling for item quality upon creation, all items that would be legendary would be 150% instead. I.e: 150% (Legendary), 140% (Masterwork), 130% (Excellent), 120% (Superior), 110% (Good), 100% (Normal), 90% (Poor), 80% (Shoddy), 70% (Awful).
The benefits of this change would:
- Make the value of high quality gear more desirable in not only its protective value but its longevity, and would make staving off the negative though of worn-out apparel much more difficult with crap wares.
- Instead of relying on mechanics like "Tainted" damage imparted to gear during combat would make gear much less valuable, turning raiders into swiss cheese will leave very little of use behind. Yet if a masterful headshot takes a raider's head clean off of a pristine set of marine armor, that's great news for you.
- The amount of possible item instances is DRASTICALLY reduced. Instead of having 900 possibilities of a single cloth tuque (1-100% in 9 tiers = 900 possibilities) we instead have 150 possible cloth tuques. This also nudges us closer to better stockpile management/trader interaction/QoL.
- Fix some pawn behaviors where they refuse to wear clearly superior armor, or when they refuse to remove worn-out shield belts.
Additional options for further reducing variables:
- Certain materials could be simplified and compiled even further (I'll make another post about that). And/or materials only impart +/- effects to an item upon crafting. Lightleather would grant apparel -20% whereas Thurmbofur gives +20%. Wood and stone are poor choices for sharp weapons (-20%), but decent for clubs and maces. Plasteel makes everything better (+20%). Something like that.
- Simplify gear percentile status. Compress the devaluation of gear into fewer stages, as appose to having 1-100% with a tick on every single interval, make gear devalue in 5% stages and change the devaluation & damage rates to compensate