fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • November 17, 2024, 12:49:50 pm
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog
Pages: [1]

Author Topic: Merchants inventory  (Read 946 times)

Merchants inventory
« on: September 29, 2010, 12:05:32 pm »

Hello again everyone!

Merchants inventorys are way overcrowded. This is annoying and increases the time needed for bartering, because you often need to scroll way way down in the list. Or look at many weapons to check the condition of it. This also adds to the queue, creating furter problems.

I have some suggestions to deal with this problem.
1. changing monetary system as suggested in this thread http://fodev.net/forum/index.php?topic=9649.0.
2. make radios stackable
3. make items stackable I forgot

and most important:
4. let merchants repair and discharge weapons. So instead of 100 Mausers, there would be only one stack of mausers in perfect condition.
Or just a few stacks of mausers differing in the number of repairs, but all with 0% detoriation.
Same for armor, although that is no real problem (and could therefore stay as it is now) as merchants inventory is overcrowded with weapons and radios only.

last but not least:
5. Get rid of broken weapons beyond repair. Maybe introducing some kind of recycling.
A broken gun beyond repair is junk, isnĀ“t it?
For example a 10mm gun is made out of 1 piece of wood and 3 pieces of junk.
If it is broken and beyond repair, why not make it to cannibaliseable to 1 or 2 pieces of junk?
The shaft (wooden parts) cannot be reused, but some metal parts for sure.
Similar rules could be figured out for other items.
This could be done by inventory icon, using a workbench, automatically, or by selling it to a merchant.

I hope these thoughts turn out to be usefull.
Logged
Re: Merchants inventory
« Reply #1 on: September 30, 2010, 01:43:33 am »

Broken/deteriorated items are what would be most common in the wasteland: having stores full of repaired items is carebeary streamlining.

Having a junk/components breakdown mechanism combined with an old-item-to-caps conversion mechanism would be ok, as long as it was a slow-motion thing with random/semi-random cycles.

Logged
I wish there were bags, backpacks, etc. in Fonline.
Pages: [1]
 

Page created in 0.182 seconds with 22 queries.