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Nexus Clash :: View topic - Inventory: Allow items to be used while over encumbered
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Inventory: Allow items to be used while over encumbered
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OrangeSquashZucchini
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PostPosted: Mon Feb 15, 2010 3:13 pm    Post subject: Inventory: Allow items to be used while over encumbered Reply with quote

It would be very useful if items could be used while overencumbered. It would be extremely helpful and helpful and would make a lot of sense.
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foolaloo
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PostPosted: Mon Feb 15, 2010 4:24 pm    Post subject: Reply with quote

Particularly ammo; loading a pump action shotgun halves the total weight.
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Ezekiel
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PostPosted: Mon Feb 15, 2010 7:10 pm    Post subject: Reply with quote

Allowing you to empty guns and then drop them to bring you within your weight limit would be nice when you're near the limit and only searching for ammo. Smile
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honalululand
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PostPosted: Mon Feb 15, 2010 8:03 pm    Post subject: Reply with quote

Or, you could pop a pill to keep you going. Or you could read a book and... eat it, I guess is what you do afterward. I really like this idea.
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Liche
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PostPosted: Mon Feb 15, 2010 10:00 pm    Post subject: Reply with quote

Not being able to do anything is the entire point of being overencumbered. Inventory management is something everyone has to deal with, and there's even a skill to increase your carrying capacity if you find yourself often with too much stuff.

Being able to act while encumbered will just mean people will use up their consumables when they're in such a state. Things like books, food, reloading weapons, and whatnot. So the question then becomes, what actions are allowable? If you can read books and load weapons, why not craft as well and use up some components? Why not attack?

I think the way the system works now is fine. You should have to manage what you carry, and either make sure you have enough room to carry what you want to carry, or read those books and eat that food before you start picking up more stuff off the ground.
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ChuckTheRighteous
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PostPosted: Mon Feb 15, 2010 10:37 pm    Post subject: Reply with quote

Liche wrote:
Not being able to do anything is the entire point of being overencumbered. Inventory management is something everyone has to deal with, and there's even a skill to increase your carrying capacity if you find yourself often with too much stuff.

While this has been the standing position, i disagree with it. Most actions should be forbidden. But managing your inventory shouldn't be. I see overencumbered is that you have too much stuff to go anywhere or do anything combative. but you should be able to take the clip out of a pistol you scrounged up and toss the pistol. You're not going anywhere. You should be able to set down your pack, sit down, take a swig out of your trusty flask, and set about managing your stuff.
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Rincewind
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PostPosted: Tue Feb 16, 2010 12:08 am    Post subject: Reply with quote

It seems somewhat silly to be overencumbered by picking up say, a lemon, then being unable to even reload a weapon.

Technically you could put the lemon down, reload the gun, then pick up the lemon, so really you should be able to do some stuff while overencumbered.

Maybe reloading and stuff while overencumbered should cost 2ap instead of 1?
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honalululand
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PostPosted: Tue Feb 16, 2010 10:35 am    Post subject: Reply with quote

Rincewind wrote:
Maybe reloading and stuff while overencumbered should cost 2ap instead of 1?

But we're not just discussing reloading here, are we? Eating and pill popping would make sense. Carrying around five surgeon kits, let's say Martin the Mortal (who doesn't even have surgery, and doesn't know what he's doing) decides to search in a supermarket, and he finds that lemon you were talking about. While he might not be able to carry it around, would it really be too taxing to woof it down?
Another scenario. Paranoid Paula, the Power-Cutting Pariah, is toting 5 Portable Toolkits. Paranoid as Paula is, she peruses the pharmacy on which she's about to pull the plug to make sure that no angry angles attempt to assassinate her. In the process, she acquires amphetamines. Now, nobody likes to nix any amphetamines. So why couldn't Paula just pop the pills in the pharmacy prior to pulling the plug? And furthermore, what good would it do her if that took 2 AP?
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honestmistake
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PostPosted: Tue Feb 16, 2010 12:04 pm    Post subject: too much stuff Reply with quote

I know I often found that the item I wanted rid of to drop my encumberance was my armour (esp if I just found a new set) Problem? You can't take it off to drop it!
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pharo212
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PostPosted: Tue Feb 16, 2010 4:59 pm    Post subject: Reply with quote

Well, what actions wouldn't be allowed? We should probably start with that. Attacking, searching, and moving, right? Anything else?
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honestmistake
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PostPosted: Tue Feb 16, 2010 5:47 pm    Post subject: Reply with quote

For simplicity's sake I would say only allow actions directly from the eqiupment pannel ie: load/unload/drop/wear/remove.
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ChuckTheRighteous
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PostPosted: Tue Feb 16, 2010 5:49 pm    Post subject: Reply with quote

honestmistake wrote:
For simplicity's sake I would say only allow actions directly from the eqiupment pannel ie: load/unload/drop/wear/remove.

The only exceptions to this I'd say is the option to give and to set up, as both of those directly effect and empty out your inventory.
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honestmistake
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PostPosted: Tue Feb 16, 2010 6:12 pm    Post subject: Reply with quote

they do both make sense.... just make it slightly less simple. Oh and I forgot use, eat & drink. Was probably obvious anyway though
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pharo212
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PostPosted: Tue Feb 16, 2010 6:23 pm    Post subject: Reply with quote

Yeah. Set-up is basically dropping something, but you can pick it up later, (or shoot it) so that's definitely in.
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Meph
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PostPosted: Wed Feb 17, 2010 1:51 pm    Post subject: Reply with quote

honalululand wrote:
Rincewind wrote:
Maybe reloading and stuff while overencumbered should cost 2ap instead of 1?

But we're not just discussing reloading here, are we? Eating and pill popping would make sense. Carrying around five surgeon kits, let's say Martin the Mortal (who doesn't even have surgery, and doesn't know what he's doing) decides to search in a supermarket, and he finds that lemon you were talking about. While he might not be able to carry it around, would it really be too taxing to woof it down?
Another scenario. Paranoid Paula, the Power-Cutting Pariah, is toting 5 Portable Toolkits. Paranoid as Paula is, she peruses the pharmacy on which she's about to pull the plug to make sure that no angry angles attempt to assassinate her. In the process, she acquires amphetamines. Now, nobody likes to nix any amphetamines. So why couldn't Paula just pop the pills in the pharmacy prior to pulling the plug? And furthermore, what good would it do her if that took 2 AP?


Let's not get too fixated on reality in a game where a dose of amphetamines (or painkillers) weighs a pound, clothing is weightless, individual rifle rounds are weightless, where three very different bows all use the same arrows, and pistols and SMGs cannot use the same ammo. Not to mention all the other non-realistic things.

Inventory encumbrance, as Liche pointed out, is a limit that forces you to plan ahead so that you can't go searching for food when you're loaded down with 5 portable toolkits. And if you do, you're forced to choose what's more important to you--food or the toolkit.

All that said, I'd like an encumbrance system more like DiL: when you're over your max carrying capacity, additional actions (other than dropping stuff) cost +10 AP. So you could eat that lemon or pop those pills or load that shotgun... but it will cost you mucho AP.
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