Moderator: Rangers
CaptainPatch wrote:If YOU are one of the exceeding few people that wants for there to be some kind of encumbrance effect, there _is_ a simple solution: If you think that it is ridiculous to be carting around 30 sets of armor in your backpack, don't carry them. Drop them where you found them and walk away. Moral dilemma solved. Other players that don't care about realistic carry rules can stuff 30 Rock of Gibraltars in there if _they_ want to. EVERYBODY gets what they want!
Lucius wrote:The game should present rules for us gamers and we should have to play within the ruleset.
Crinkles wrote:A person can carry a rocket launcher into battle, sure. Two is a stretch, but possible. Three is just silly; how would he even carry that?.
I absolutely advocate this, the salvage team concept securing supplies for the Ranger HQ is an excellent idea. I mentioned this sort of a concept in the "don't give us too much money with nothing to spend it on" thread, and tied it into the "let us establish a base" thread. There are multiple possibilities for this that could add a lot to gameplay. Gathering up the various weapons left behind to be slagged or cashed in by the HQ ties nicely in to what I was talking about then. It also neatly provides you will have less desire to try to carry half the wasteland on the backs of your party.Thrin wrote:Whatever is left behind at an encounter site or a "dungeon" site could be gathered up by a salvage team that is radioed in from Ranger Base. Basically, when you radio in your result you can also request a salvage team come out and bring everything back to the base. This neatly takes care of the loot issue without losing anything and it makes sense since Ranger Base is probably looking for resources.
The player can loot whatever they want from the encounter, radio in, and when they return to Ranger Base they can be compensated for the stuff. If there are any small high value items then the player characters can gather them up and take them with them for use in settlements.
Plus, depending on how dangerous the location was, the salvage team could be ambushed or even wiped out leading to more adventures!
Lucius wrote:CaptainPatch wrote:If YOU are one of the exceeding few people that wants for there to be some kind of encumbrance effect, there _is_ a simple solution: If you think that it is ridiculous to be carting around 30 sets of armor in your backpack, don't carry them. Drop them where you found them and walk away. Moral dilemma solved. Other players that don't care about realistic carry rules can stuff 30 Rock of Gibraltars in there if _they_ want to. EVERYBODY gets what they want!
I don't think this is really a solution, although I may have used this argument in the past myself. Saying using the choice with the least limiting effects and roleplay the system is not a valid option, imo. The game should present rules for us gamers and we should have to play within the ruleset. RPG's are about roleplaying characters, not roleplaying game mechanics. I shouldn't have to invent a restriction that isn't there. It should just be there.
With that said, I want an encumbrance system. I don't necessarily want realistic but a compromise between realism and unlimited carrying is fine. In the end, it should be fun and not a game stopping burden.
krellen wrote:Hey, if a guy wants to stuff his backpack full of rifles and walk around the wasteland with rifle butts stick out behind his head, while having no ammo whatsoever, more power to him. He can be a tool just like Hell Razor.
Lucius wrote:Nowadays there are autosort functions so you don't have to figure out how to make everything fit, they game does that automatically if you choose.
krellen wrote:Guess what? Wasteland already fits all your criteria - limited inventory, everything takes space, weapon changing takes a whole turn, no armour changing in combat.
This thread is pointless.
Clawdius wrote:Thrin wrote:Whatever is left behind at an encounter site or a "dungeon" site could be gathered up by a salvage team that is radioed in from Ranger Base. Basically, when you radio in your result you can also request a salvage team come out and bring everything back to the base. This neatly takes care of the loot issue without losing anything and it makes sense since Ranger Base is probably looking for resources.
The player can loot whatever they want from the encounter, radio in, and when they return to Ranger Base they can be compensated for the stuff. If there are any small high value items then the player characters can gather them up and take them with them for use in settlements.
Plus, depending on how dangerous the location was, the salvage team could be ambushed or even wiped out leading to more adventures!
I absolutely advocate this, the salvage team concept securing supplies for the Ranger HQ is an excellent idea. I mentioned this sort of a concept in the "don't give us too much money with nothing to spend it on" thread, and tied it into the "let us establish a base" thread. There are multiple possibilities for this that could add a lot to gameplay. Gathering up the various weapons left behind to be slagged or cashed in by the HQ ties nicely in to what I was talking about then. It also neatly provides you will have less desire to try to carry half the wasteland on the backs of your party.
And you had a VTOL to hold all the extra equipment in between encounters.jmesch04 wrote:Sorta like tetris inventory. However there were different body locations. Like belt legs shoulders and then a back back. Small sidearms could be put in your belt or in your backpack, however it took more time to get something from your backpack then your belt of shoulder. Bigger guns if they weren't already equipped would only fit in your back-pack. There was also weight. If you carried to much you fatigued faster. Shooting used little fatigue but things like running used a lot if you were loaded down and weak.
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