Operation: Overkill
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Author Topic: Items you can carry  (Read 1544 times)
mindphaser
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« on: February 01, 2004, 08:00:24 AM »

This may have been brought up before, but I looks like there's not as many carry lines in OOIS.   Has this been changed?

Its really frustrating that you can't put a weapon or armor in one of the "item" slots as well.  That's my major method of making money, so it usually means I'm walking around the wastelands with no armor or weapons on my way back from the complex (to pick up my real armor/weapons).  

The only way I could see to improve this would be to either put weapons armor in the item slots, or have the ability to sell weapons/armor back to the complex from within a base.  Although I much prefer the first solution... Smiley
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Tarix
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« Reply #1 on: February 13, 2004, 05:48:05 PM »

Quote from: "mindphaser"
This may have been brought up before, but I looks like there's not as many carry lines in OOIS.   Has this been changed?


Nope.  It's based on strength.  Maybe you're used to play on the Novice game of OWHQ where your starting stats are really high?

Quote from: "mindphaser"

Its really frustrating that you can't put a weapon or armor in one of the "item" slots as well.  That's my major method of making money, so it usually means I'm walking around the wastelands with no armor or weapons on my way back from the complex (to pick up my real armor/weapons).  

The only way I could see to improve this would be to either put weapons armor in the item slots, or have the ability to sell weapons/armor back to the complex from within a base.  Although I much prefer the first solution... Smiley


Yes, unfortunatly this is a design decision.  I think I'm going to keep it this way for Operation: Overkill.  For a sequel it'll probably change to something more modern.
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« Reply #2 on: June 15, 2004, 03:18:55 AM »

Just like to ditto on this feature request.

It's ALWAYS bothered me that you can't put a weapon, suit or armor into inventory slots.

OOII has always been good about good game logic and realism but this one I can't get past.  There's just no good reason why I wouldn't be able to do this if actually in the situation.
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Lucky_Dragon
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« Reply #3 on: August 15, 2006, 10:15:43 PM »

I always assumed that it was a game balance thing. If you could carry as many weapons/armor/suits as you had inventory slots for, you could earn crystals MUCH faster. As it is, there is more risk/effort/time involved in amassing the large quantities of water crystals needed to get your "chain" of bases built and upgraded for easy access to L5. Without this, it would be feasible to start a new character and defeat Overkill in just 3-4 days for a good player.
 :twisted:

One alternative would be to assign a penalty value to weapons, suits, and armor, and create a two-tiered inventory system: one category for items being worn (with a set # of slots) and another category for items in your backpack, with an increasing number of slots as STR goes up. Any item could then be carried, and to select a weapon/armor/suit, you would "put it on" transferring it to the appropriate "worn" category.
Here's where the limiting factor comes in... Wearable items would be assigned a weight penalty, so that if you are lugging too many of these around with you, you experience a penalty to DEX and stealth. Obviously, the number of weapons you could carry around without experiencing a penalty would increase with higher levels (greater strength, etc.) But the stealth penalty would remain. (All those weapons clattering around in your pack as you move...) Another possible limitation could be to add in a chance of injury from secondary explosions if a monster hits you with a ranged weapon while you're "overloaded" (i.e.: a Dreadvault's shot nails the power unit on your looted Xendrix, causing an explosion that costs you 10 hitpoints, 10 armor points, and maybe destroys some other item in your backpack.)
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spatula
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« Reply #4 on: April 05, 2007, 03:32:58 AM »

Realism?  just how many suits of armor can you REALLY carry around with you?  How many Claymores do you think you can carry?  Or Ar-15s?  One of each of those would fairly well fill MY inventory, and if I were journeying across a deserted wasteland I doubt I would even want that much bulk.  Sure, it would be nice if you could carry as much as you ever wanted to carry, but ooii was NEVER nice.
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« Reply #5 on: June 09, 2009, 01:08:59 PM »

Sure, it could be limited in some way.  Maybe you're limited to carrying only one armor or weapon in inventory, or have it temporarily sap inventory slots, but every weapon and armor are can't necessarily be super heavy.

Hehe, nothing like having a conversation over the course of 5 years or so.  I'll check back for another reply in 2012.
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Dustin
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« Reply #6 on: June 19, 2009, 01:40:42 AM »

Sure, it could be limited in some way.  Maybe you're limited to carrying only one armor or weapon in inventory, or have it temporarily sap inventory slots, but every weapon and armor are can't necessarily be super heavy.

Hehe, nothing like having a conversation over the course of 5 years or so.  I'll check back for another reply in 2012.
Hahah, is it 2012 yet?  Great initial post, by the way. 

The idea of carrying weapons/armor in an equipment slot has always been in contention.  Realism, restrictions, versus fantasy, gameplay, etc.  It's a tough decision to make because players want to rake in the cash/crystals, and the value of weapons/armor is high.  There's a point in the game that players accelerate in their crystal collecting (when a line of logistics with bases has been established), and it bothers me a little bit.  For example, once you're fighting on level 4, crystals become nearly a luxury rather than a necessity because it's so easy to cash in a pair of weapons and armor for 100k+.

The idea of adjusting the number of equipment slots based on STR works well, simple enough to understand... it could be applied to weapon/armor slots as well.  Also, implementing a weight for EACH item was considered, but it was abandoned due to the necessary micromanagement of inventory.  Yuck. 

In the end, Scarcity is a common theme in the game, and whoever said "Overkill has NEVER been nice" is dead on.   Maybe in the future, in another game, a different system can be worked out.  Maybe in 2012. Smiley

-Dustin
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