JarlFrank
I like Thief THIS much
The party inventory would just be for the stuff you can't carry on your body - additional armors and weapons so you can change those before encounters, or sell them off to a trader.
Unradscorpion said:But what exactly would be the use of the party inventory?
laclongquan said:If you think the bitching they raise on droppable packs heavy, you dont want to know the kind of shitstorm a party-shared inventory will raise here. Party inventory make absolutely no sense in game. If I remember correctly, MM8 tried it once. But I doubt 1st person view RPG like MM series is your design.
Instead of droppable, concentrate on Choice and Consequence. If you choose big pack, penaltize that with a few AP. Force them to choose big storage or mobility. Forget the dropping pack at start of battle. It's too fiddly. In JA113 I just forget that aspect and play pretty much normally.
And JA2 v113 did good. You choose between multiple kind of packs: big bulky for weapons storage or several large pockets to store grenades or better camo...
In JA, this issue was was partially solved by the ability to sell items directly from the sector inventory (all enemy-dropped loot and other items on the ground), which was an abstraction of "selling to the locals". The prices were reduced to 25%. So you would usually sell all junk items, but you'd still have to make the trip if you wanted to sell something worth selling at a full price. It wasn't that bad of a compromise.soggie said:You have a party of A, B and C, where C holds a valuable loot that you wish to sell. In town, your party leader A goes around a corner to a merchant shop and engages in conversation. At this point B and C have yet to catch up and are about half a screen away. When you try to sell off C's items, you either get an inaccessible inventory or an error pops up telling you that C is just too far away.
laclongquan said:Damned Liar!
laclongquan said:the previous poster, of course. denizsi
denizsi said:I've assumed that zeitgeist was talking about JA, not JA2.
I've completely forgotten about the gun merchant in JA2 too, though.
Oh, sorry, was referring to JA2 1.13! It was totally possible to ignore the merchant and just sell things from the sector inventory (or not sell anything at all for that matter), he wasn't really essential if you managed your finances well. It was still a more lucrative option though.denizsi said:I've assumed that zeitgeist was talking about JA, not JA2.
I've completely forgotten about the gun merchant in JA2 too, though.
soggie said:although I don't remember having an interface (as mentioned by zeitgeist) that could do sector-wide selling without the need to pick up the items first.
It's a closely related concept, a party inventory would likely function just like a sector inventory that isn't limited to one sector - it would be accessible or inaccessible in similar situations, it would be used for similar purposes, it would provide a similar level of convenience etc.soggie said:But how should this apply to my proposed inventory mechanism? Remember the current topic is on party inventories, and the argument is basically convenience vs realism (or breaking of convention).
denizsi said:Party inventory doesn't go against realism. It's a pretty realistic abstraction provided access is conditional. JA2 did it right with sector inventories. I don't remember any way to abuse it at all.
Also, hunting for item in character inventory in JA2? What character inventory? There was only sector inventories and whatever you equipped your characters with.
soggie said:Character do have inventories. Other than the armor, headgear and weapon equipment slots, you have 4 large slots and a multitude of small slots. That's the inventory I'm talking about.
denizsi said:soggie said:Character do have inventories. Other than the armor, headgear and weapon equipment slots, you have 4 large slots and a multitude of small slots. That's the inventory I'm talking about.
Hardly any item-hunting there.