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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: avv on November 12, 2011, 06:28:57 pm

Title: Carryweight
Post by: avv on November 12, 2011, 06:28:57 pm
Shortly: carryweight is needed for everything but fighting.
If, possible typical combat builds will always take small frame because they only need to carry their gear. They will also take only as much strength as their main combat weapon requires, even less if possible. Weapon handling is obvious choice so I'd say most builds never get more than 5 strength. That plus small frame is 45 cw which is hardly anything. Now that we got various anti-crit perks and traits, taking str6 for stonewall isn't that popular anymore.

However when you need to do anything else but fight, carryweight becomes very important.

I suggest increasing default carryweight up to 60 when having str1. In fallout 2 str1 + small frame equals 40cw. Why's it 18 in fonline? 

What comes to small frame, it's like Fast Shot used to be for big guns except that it's for everyone (all ape-builds). People have just kept their mouths shut about it.
Title: Re: Carryweight
Post by: Jotisz on November 12, 2011, 08:48:22 pm
Just a side note Fallout used lbs as metric while Fonline is in kg. 40 lbs is 18 kg.
Title: Re: Carryweight
Post by: T-888 on November 12, 2011, 09:17:28 pm
Anyway increasing the base carry weight sounds like a reasonable idea.
Title: Re: Carryweight
Post by: Gorlak on November 12, 2011, 11:18:02 pm
This is joke? The game does not revolve around PVP, and builds related to such, yet I see endless suggestion from people who want to make it even easier to run around in their isometric team deathmatch.
Title: Re: Carryweight
Post by: avv on November 12, 2011, 11:27:00 pm
This is joke? The game does not revolve around PVP, and builds related to such, yet I see endless suggestion from people who want to make it even easier to run around in their isometric team deathmatch.

Well if you see endless suggestions related to pvp, then perhaps the game might be revolving around it.

But hell, this suggestion isn't about helping the apes but people who want to do something else than only fight their main character.
Title: Re: Carryweight
Post by: Shonsu on November 13, 2011, 05:54:14 am
Well if you see endless suggestions related to pvp, then perhaps the game might be revolving around it.

But hell, this suggestion isn't about helping the apes but people who want to do something else than only fight their main character.
Then maybe they should add STR to their build, or take one of the 4 perks that can increase your CW.
Title: Re: Carryweight
Post by: avv on November 13, 2011, 10:14:52 am
Then maybe they should add STR to their build, or take one of the 4 perks that can increase your CW.

That's one of the things you can do, but nobody who want's to do pvp and something else with same char will ever do. Otherwise he'd always be disadvantaged against others.
Title: Re: Carryweight
Post by: jangling on November 13, 2011, 10:24:43 am
Maybe small frame is overpowered. A suggestion could be changing the way it works, off the top of my head making all guns require +1str?
Or increasing your AC and sneak instead of +1 agi, however there are already traits that  do this.

I think there is an issue here. Not too sure about the solution.
Title: Re: Carryweight
Post by: Jotisz on November 13, 2011, 12:02:09 pm
The CW is good as it is those who has 1ST and small frame well its their choice so accept the consequences.
Instead of rising the CW better thing would be to make toughness and anti crits perk have ST requirements making 1 ST chars undesirable. Like have toughness 3 st and 4en and 4 lk next level 5 st 4en 6lk or something similar. Same for life giver it should check ST too not just EN.
Title: Re: Carryweight
Post by: LagMaster on November 13, 2011, 01:10:53 pm
perks no longer have SPECIAL requirements
Title: Re: Carryweight
Post by: avv on November 13, 2011, 01:52:34 pm
The CW is good as it is those who has 1ST and small frame well its their choice so accept the consequences.

But there are no consequences. Pistolero who takes str1 and small frame only ever carries his own gear and shoots enemies. When carryweight is needed, alt comes in action. Character related tradeoffs and consequences hardly exist in this game.

Quote
similar. Same for life giver it should check ST too not just EN.Instead of rising the CW better thing would be to make toughness and anti crits perk have ST requirements making 1 ST chars undesirable. Like have toughness 3 st and 4en and 4 lk next level 5 st 4en 6lk or something similar. Same for life giver it should check ST too not just EN.

It's one solution but then again low stats shouldn't be killers that make chars unplayable. 1 cha, 1 luck, 1 PE are still playable. Str1 too, but that kind of char can only fight.
Title: Re: Carryweight
Post by: Sarakin on November 13, 2011, 02:59:56 pm
I would agree with the OP, if it wouldnt hurt combat a bit. Meaning, with higher CW, everyone would be able to loot spoils of war. Thats the only thing I regret while having low STR (and I think its kinda balanced)
Title: Re: Carryweight
Post by: Jotisz on November 13, 2011, 07:16:07 pm
perks no longer have SPECIAL requirements
Didn't know well its pretty much makes what I said useless

But there are no consequences. Pistolero who takes str1 and small frame only ever carries his own gear and shoots enemies. When carryweight is needed, alt comes in action. Character related tradeoffs and consequences hardly exist in this game.
Well yeah dual logging can bypass any consequences and sadly beside GM approved character registration I see no way to have a stop at multi boxing. Still even though I wouldn't like to see 1 ST chars getting more carry weight it pretty much would render ST more useless.
Title: Re: Carryweight
Post by: DocAN. on November 13, 2011, 07:33:07 pm
Maybe move Pack Rat and Strong Back to Support Perks?
Title: Re: Carryweight
Post by: avv on November 13, 2011, 07:37:27 pm
Still even though I wouldn't like to see 1 ST chars getting more carry weight it pretty much would render ST more useless.

Strength is and always will be used to meet weapons strength requirements. It won't become a dumpster stat if it has less influence in carryweight because players don't spend points in strength to get cw in first place.
Title: Re: Carryweight
Post by: Jotisz on November 13, 2011, 08:09:56 pm
I understand that but then again now it gives carry weight and needed for some weapon if carry weight rised it will lose one purpose. Personally I wish if it would determine chance for bone breaking when you hit. Anyway I don't want to go offtopic I feel I already did.
Title: Re: Carryweight
Post by: John Porno on November 14, 2011, 03:36:33 am
avv is wrong.

carry weight is a major factor in creating builds and in combat as well, and im not just saying that because 90% of my chars are st2 and less. The cw might not be the deciding factor in planning a build, but it surely matters if you are able to carry an rl on top of your burster equipment or if you can carry enough ammo/stims to last in a long fight.

Another factor is looting. As of now, loot is a big strategic factor in tc or battles in general and it should stay that way. We all have experienced it when we waited for the loot to be carried to tents before getting attacked with half ot the fighters in bluesuits, coming back from their tents (though certain gangs have found a failsafe solution for that problem).

There is no way that "cw doesnt matter for pvp" and there is no need to change it.

also, by rendering low ST chars unusable through ST requirements for perks, the specialization of the build system certainly is narrowed.
Title: Re: Carryweight
Post by: Crazy on November 14, 2011, 10:29:57 am
(though certain gangs have found a failsafe solution for that problem).

Which is becoming the "normal" solution, yay, yipikay for these awesome features enriching the game...
Title: Re: Carryweight
Post by: avv on November 14, 2011, 11:32:06 am
carry weight is a major factor in creating builds and in combat as well, and im not just saying that because 90% of my chars are st2 and less. The cw might not be the deciding factor in planning a build, but it surely matters if you are able to carry an rl on top of your burster equipment or if you can carry enough ammo/stims to last in a long fight.

Another factor is looting. As of now, loot is a big strategic factor in tc or battles in general and it should stay that way. We all have experienced it when we waited for the loot to be carried to tents before getting attacked with half ot the fighters in bluesuits, coming back from their tents (though certain gangs have found a failsafe solution for that problem).

It's true that lsw/minigun rocketeer needs cw, but like I said: he needs his cw to carry his gear like all builds. That's his loadout, it's just heavier than in general.
But think about carrying all your combat gear and then going mining or farming. Even the most carry-able combat build owner becomes frustrated to the ammount of materials he can haul per one go on top of his fighting gear. So he relogs to his hauler, farmer or uses proxy.
This is not about just pvp, but general living in wasteland.

Raising the general cw would help to combat those "failsafe solutions that enrich the game". In my opinion higher cw for everyone would make the game much better and enjoyable for everybody. It would reduce the ammount of relogs because one character could do more.
Title: Re: Carryweight
Post by: Wichura on November 14, 2011, 12:23:14 pm
In my opinion higher cw for everyone would make the game much better and enjoyable for everybody. It would reduce the ammount of relogs because one character could do more.
As an uber-woodsman I can only agree with enlarging CW, I could make my main char even more versatile, if I don't have to take all these Strong Backs. Shouldn't this be placed in Suggestion part of forum tho?
Title: Re: Carryweight
Post by: DocAN. on November 14, 2011, 05:57:10 pm
it is there since ages,

Ill suggest to move Strong Back and Pack Rat to support perks, it will solve the problem.
Title: Re: Carryweight
Post by: Shonsu on November 21, 2011, 02:42:10 am
Low CW weight is one of the penalties you pay for being pure PVP.  Wasteland is harsh right? Or is wasteland only harsh for more balanced characters?
Title: Re: Carryweight
Post by: Chrupek on November 21, 2011, 09:40:49 am
Its not penalty, pvp players just use second chars to loot victims. Definately support perks solution is best written here.
Title: Re: Carryweight
Post by: The DUDE on December 03, 2011, 05:03:33 am
one thing i hated about 1 str. pvp characters and 4 str. bg's, both with weapon handling, was never being able to loot with either because of the strictness required in pvp builds, the best you can hope for is to make a 6 str natural character BG if you wish to loot anything you might acquire from a quest/player or whatever. also why do bb's weigh so much its absurd.
Title: Re: Carryweight
Post by: Shonsu on December 03, 2011, 08:41:39 am
one thing i hated about 1 str. pvp characters and 4 str. bg's, both with weapon handling, was never being able to loot with either because of the strictness required in pvp builds, the best you can hope for is to make a 6 str natural character BG if you wish to loot anything you might acquire from a quest/player or whatever. also why do bb's weigh so much its absurd.
I still see it as being one of the only downfalls of playing a PvP build.
Title: Re: Carryweight
Post by: Swag on December 03, 2011, 08:55:17 am
Well in the open beta you really only need 6ST for a light support weapon, I'd rather do that than go 4ST + weapon handling personally... just my 2 cents. And yeah if you take 1ST you're gonna be a weakling and thus not able to carry much of anything... same as if you take 1EN and have next to no hp...
Title: Re: Carryweight
Post by: avv on December 03, 2011, 11:47:46 am
Shonsu and Swag you talk about tradeoffs in char creation. I tell you what: there is no tradeoff. Low CW pvp builds are only used in combat and when you need to loot in combat, for example looter proxy is used or some guys go and drop all their gear in tent and come back in bluesuit.
When you need to mine or haul meat, a hauler char is used, not the pvp build. So where's the tradeoff?
Title: Re: Carryweight
Post by: Jotisz on December 03, 2011, 04:32:10 pm
Trade off is there, its just overcome by cheating which isn't the same as not having trade off. Btw I still saying that the way to solve it would be to make combat perk require ST as I said previously. Another way would be to give more penality to low ST like making it that low ST give -80% to aim with weapons with that 1 st would be a serious trade off player would go with more ST and could carry more. Anyway I really don't want to see chars to be able to carry more then they do now even if it means people would dual log or use proxy looters I don't care.
Title: Re: Carryweight
Post by: Swag on December 03, 2011, 06:28:28 pm
Quote
for example looter proxy is used or some guys go and drop all their gear in tent and come back in bluesuit.

I guess the "tradeoff" there is waiting to relog or having to make multiple trips back and forth to a tent, I could imagine it would take a while to loot someone who was carrying 70+ lbs of loot.

I know what you mean about the mining thing but you have to have some limitations on each character/build. There's no 100% perfect build that can do it all
Title: Re: Carryweight
Post by: avv on December 03, 2011, 06:32:46 pm
Trade off is there, its just overcome by cheating which isn't the same as not having trade off. Btw I still saying that the way to solve it would be to make combat perk require ST as I said previously. Another way would be to give more penality to low ST like making it that low ST give -80% to aim with weapons with that 1 st would be a serious trade off player would go with more ST and could carry more.

Perks could have str requirement, but no stat with value of 1 should make a char crippled and unable to partake the basic wasteland activities. Good examples of proper stat tradeoffs are cha and luck. Don't want crits or companions? No big deal, they aren't necessary for everyone. However carrying stuff is something every char should be able to do since the gameplay is pretty much centered abound stuff. If you take a look at any game where carryweight exists, even the least carry-able chars can always carry enough to make basic gameplay possible.

Anyway I really don't want to see chars to be able to carry more then they do now even if it means people would dual log or use proxy looters I don't care.

If you don't care what the gameplay is like, why are you telling what it should be?

I guess the "tradeoff" there is waiting to relog or having to make multiple trips back and forth to a tent, I could imagine it would take a while to loot someone who was carrying 70+ lbs of loot.

I know what you mean about the mining thing but you have to have some limitations on each character/build. There's no 100% perfect build that can do it all

Proxies don't relog. They wait on worldmap in another window. Everyone will gladly win the fight and take longer to loot than lose the fight because they chose to invest combat potential to carryweight. CW is support ability which you can trade off for firepower. Thats not a good tradeoff mechanic because winning the combat comes before looting. Can't loot if you don't win.

I'm not trying to create a perfect build that can do all. Minigunner doesn't get sniper's abilities and vice versa if both can carry more, but who would it hurt if both could mine?
Title: Re: Carryweight
Post by: Swag on December 03, 2011, 06:52:43 pm
Proxies don't relog. They wait on worldmap in another window.

Well that's just against the rules... never used/wanted to use proxies to dual log, that's why I thought at first you meant relogging to a mule character... it's pretty sad that people actually resort to this honestly, it's a pretty lame form of breaking or at least bending the rules.

I think the cw thing is balanced as it is... I mean you might as well give more skill points and hp too and let 1CH characters have followers. I think as far as SPECIAL goes it's pretty well-balanced the way it has been
Title: Re: Carryweight
Post by: Jackall on December 03, 2011, 07:20:59 pm
Idea is cool, happens just too many times this situation:

You win a fight and get attacked while looting.

For some reasons enemy can keep everyone in gear while some "unknown bluesuits" spawn and take the loot.

The fact that a thing is "against da rulez" won't stop cheaters. So, every actions that can discourage proxy usage and alting should be really taken into account.
Title: Re: Carryweight
Post by: Jotisz on December 03, 2011, 07:37:30 pm
If you don't care what the gameplay is like, why are you telling what it should be?
I care for gameplay, I don't care about dual loggers and proxy users since I can't do anything about it why should I brother then. Instead of having fun should I go crying that people dual log ban them? Personally I think it wouldn't work those who cheat they wouldn't stop.
Title: Re: Carryweight
Post by: avv on December 03, 2011, 07:59:01 pm
I think the cw thing is balanced as it is... I mean you might as well give more skill points and hp too and let 1CH characters have followers. I think as far as SPECIAL goes it's pretty well-balanced the way it has been.

You can't call anything that can be bypassed somehow balanced. A sniper - tank tradeoff is balanced because you can't be both at the same time. Hauler - fighter isn't balanced because you don't use the abilities in same situations thus allowing the use of alts.
Balance is based on tradeoffs, choices and consequences. You can remove the tradeoffs of low cw with alts so where's the balance?
Why cw is differend from charisma is that charisma isn't necessary for everyone. Carryweight is pretty damn necessary for everyone so that's why I'm saying it should be generally increased. 

I care for gameplay, I don't care about dual loggers and proxy users since I can't do anything about it why should I brother then. Instead of having fun should I go crying that people dual log ban them? Personally I think it wouldn't work those who cheat they wouldn't stop.

But proxy has pretty high impact on gameplay because it rewards cheating. That's why it'd be best for the game to fabricate features that either don't support it or make using it pointless. If players could carry more, looter proxy wouldn't be that useful and cheaters wouldn't benefit anymore on this area.
Title: Re: Carryweight
Post by: Swag on December 03, 2011, 10:00:18 pm
You can't call anything that can be bypassed somehow balanced. A sniper - tank tradeoff is balanced because you can't be both at the same time. Hauler - fighter isn't balanced because you don't use the abilities in same situations thus allowing the use of alts.
Balance is based on tradeoffs, choices and consequences. You can remove the tradeoffs of low cw with alts so where's the balance?
Why cw is differend from charisma is that charisma isn't necessary for everyone. Carryweight is pretty damn necessary for everyone so that's why I'm saying it should be generally increased. 

But proxy has pretty high impact on gameplay because it rewards cheating. That's why it'd be best for the game to fabricate features that either don't support it or make using it pointless. If players could carry more, looter proxy wouldn't be that useful and cheaters wouldn't benefit anymore on this area.

I agree with this assessment completely avv. There's no reason to reward cheaters. I'm not a huge fan of needing to have alts either for that matter... but my only concern is that if we increase carry weight for everyone to a decent level then there is no point to a Strength stat at all. Or very little point as Weapon Handling is available to circumvent ST requirements of weapons and with increased carry weight that would be all that matters. I agree with your thoughts on the matter, I just don't think it can really be executed well and keep the game somewhat balanced. I think this would unbalance builds somewhat since you could just take weapon handling on every build and pump the extra SPECIAL points into Endurance or whatever. I agree about the proxies; I'm looking at things from a build standpoint.
Title: Re: Carryweight
Post by: Crazy on December 03, 2011, 10:21:54 pm
I think this would unbalance builds somewhat since you could just take weapon handling on every build and pump the extra SPECIAL points into Endurance or whatever.

Huh, that's already what's happening... And you kinda forget it still use a perk slot...
Title: Re: Carryweight
Post by: Izual on December 04, 2011, 12:37:45 am
Unless I misread first post, this is absolutely not about a closed beta report. Proper place seems to be in suggestions subforum; let's keep the CBT one a bit clean to keep it useful.
Title: Re: Carryweight
Post by: T-888 on December 04, 2011, 02:07:27 am
However carrying stuff is something every char should be able to do since the gameplay is pretty much centered abound stuff. If you take a look at any game where carryweight exists, even the least carry-able chars can always carry enough to make basic gameplay possible.

I can't argue about this.

Maybe move Pack Rat and Strong Back to Support Perks? !

I don't see a reason how this wouldn't work but i could add something for it to be a more efficient solution. The problem is if the requirements are wrong as they are now it won't provide utility for most of the characters to fully or at least partially take action in the most basic activities like gathering resources. It doesn't make sense to me that the strong back perks have high requirements for STR , usable only by characters that already have enough carry weight for pretty much all the basic things to do and if they take it they become " universal mules " as we know - looters.

Move Strong back to support perks attainable by characters that have specials lets say only if less or , and equal than 4 STR , that should do the trick fine.

Title: Re: Carryweight
Post by: RavenousRat on December 04, 2011, 10:13:23 am
Offtop:
A sniper - tank tradeoff is balanced because you can't be both at the same time.


About carry weight: you already said in 1st post that ST is useless except for carry weight, so.. you want to make it useless at all? Let's remove that stat with CH, make PEIAL, because everyone picks 1 CH anyway except for merc leaders, so let everyone have fixed number of mercs and able to taxi each other, also fixed carry weight for everyone and no ST check penalty and remove ST requirements for weapon at all. I think EN gives too much already by giving you HP, it would be good if ST affected rolls against at least weapon drops and cripples. 1 ST would automatically fail all rolls, so each time someone crits you in hand or leg you'll drop your weapon and cripple limb and 10 ST should give you almost immunity to these. Then weapon handling perk won't be so overpowered. As for small frame, it was said long time ago that it's just +1 SPECIAL, probably they want to leave it as it is, small frame can work something like Jet partly, giving you +1 AP but decreasing DR or work like better criticals but opposite, giving to your enemy +to crit roll against you, then small frame will be avoided by everyone but snipers.
Also when you say there's no trade off, because you can relog/use proxy of your 10 ST pack rat alt, it's already a trade off! You need to use proxy or relog!

However when you need to do anything else but fight, carryweight becomes very important.
Raise your ST or don't take imba Small frame trait.

Yes, it's stupid, it's like:
"I can't sell my guns because barter timer goes so fast! Or I want to buy some guns, but damned Sha Enin has 23942348723 radios and I can't scroll to it and don't know about filter and timer runs out faster!"
"Raise your barter skill."
Will someone raise his barter skill? Of course not! They aren't idiots, they better suffer from it and try again and again and adapt to it. The same with repair skill, science skill, outdoorsman skill, CH requirements, crafting. It works in single player, but it doesn't work in multiplayer, but we still have it and we have a lot alts and we'll have. Dual loggers, triple loggers, quadro loggers, talking to your own alts in front of GMs, FOnline forces you to do that, if you want to remove that, then removing carry weight (or making it good even with 1 ST, but its the same as removing it) is just one of these things and it won't remove amount of alts, you also need to suggest to remove crafting requirements, change outdoorsman skill, change repair and dismantling, change barter, change quests, etc.
Title: Re: Carryweight
Post by: Swag on December 04, 2011, 11:24:23 am
RavenousRat, I could quote the whole thing but I won't... thank you though...

Izual you're right this has pretty much nothing to do with CBT and I apologize for posting here. I had to post because this idea is kind of outlandish to me... my question to avv is basically "Ok you can mine with a PvP character... what next?"

I'll answer... "Well I'll relog to my crafter and make what I need..."

So I ask, why not just do that with the crafter?

I agree with you avv that proxies and alts kind of ruin the game... Izual, you are totally correct... this is not a CBT problem, this is a "general" problem. And I think the majority of the playerbase will agree that it isn't a problem. avv, if people are exploiting and using proxies this is on another level altogether, from what I am hearing it's common practice, which is just wrong... I mean we want this game to work (at least I do), so what benefit is there in cheating?

I mean come on... the staff is giving you a free game, please don't abuse it... if it's done right it is an awesome game for sure.

Mod: Please move this topic out of this forum because it is in no way related to the CBT

And I'm sorry for writing a novel
Title: Re: Carryweight
Post by: Swag on December 04, 2011, 11:28:48 am
Thank you for moving this Izual!
Title: Re: Carryweight
Post by: Slaver Snipe on December 04, 2011, 12:40:26 pm
I believe it was said somewhere that the upcoming wipe will allow everybody to have a follower or two, if so bring a slave/brahmin with you voila pack mule.
Title: Re: Carryweight
Post by: avv on December 04, 2011, 01:53:37 pm
Also when you say there's no trade off, because you can relog/use proxy of your 10 ST pack rat alt, it's already a trade off! You need to use proxy or relog!

Hardly a tradeoff. Tradeoff is something you can feel while gaming, for example a situation where you could burst with a rifle but it's not a good idea because you took finesse. So the tradeoff can be felt right there, it's unavoidable. But if you're logged off, planning to go mining, farming, chopping wood or carrying around anything heavy in peaceful enviroment you're free of any tradeoffs since you can freely pick the most suitable character for the job. It doesn't matter how you bypass the tradeoff, only what matters is that you do.
You go on about that if cw is free for all, then everything else should be aswell. I don't think so because one char doesn't have to be able to craft everything and be able to perform every support task. But carryweight is needed to perform most support tasks because support tasks very often have to do with carrying items around. So carryweight is kind of everyman's right, like running.
What comes to strength, it hardly gets any more unwanted than now if cw is generally increased. It's already something that's best left quite low. It's because of the nature of strength. It raises carryweight, melee damage and helps with weapon handling, but not further than required. Agility raises action points and endurance raises hitpoints, both are something that are best be as high as possible, unlike cw and melee damage. But even if strength had a benefit to raise it up to ten, it still wouldn't be excuse to have low str chars unable to carry anything.

Quote
my question to avv is basically "Ok you can mine with a PvP character... what next?"

I'll answer... "Well I'll relog to my crafter and make what I need..."

So I ask, why not just do that with the crafter?

The answer is that carryweight is needed for general gameplay, not only crafting. You need crafting skills only for crafting but carryweight is needed for gathering, looting, base organizing, trading, farming npc encounters, shopping and hauling.
Title: Re: Carryweight
Post by: T-888 on December 04, 2011, 03:32:41 pm
http://img341.imageshack.us/img341/4100/88675905.jpg

Please that is highly unpractical , it shoots approximately 2.5 times slower than the average build with 12 action points and BROF , witch is a huge tradeoff.
Title: Re: Carryweight
Post by: Crazy on December 04, 2011, 04:39:57 pm
Please that is highly unpractical , it shoots approximately 2.5 times slower than the average build with 12 action points and BROF , witch is a huge tradeoff.
Indeed, that char would be raped by a real tank, and well, in sniper fight, IRL luck matters much, but the other one would have better chances as well.
Title: Re: Carryweight
Post by: Jotisz on December 05, 2011, 02:24:04 pm
I still don't want changes in carry weight based on character strength. If its really a must I think it would be better to reimplement the old backpack and bags from Fallout. They could give 20-30 kg to carry weight when they are on the player (second hand) I'm more in the favour of that.
Everything thats in the backpack and taken uses up douple action point.
Title: Re: Carryweight
Post by: Crazy on December 06, 2011, 03:46:38 pm
For me the ability to overweight yourself would be already enough.
it's easy, just replace
Code: [Select]
int freeWeight=cr.Stat[ST_CARRY_WEIGHT]-cr.ItemsWeight();by
Code: [Select]
int freeWeight=(cr.Stat[ST_CARRY_WEIGHT]-cr.ItemsWeight())*2;In main.fos