Since my accidental mention of how much I loved backpacks spurred my contract artist to throw in one, I've been wondering, should I do something different with Splintered Core's (in case you don't know, it's a post-apocalyptic jungle-based CRPG set to release on a Friday) inventory system?
First off, everybody carries a backpack. It's like an equip-able item, and once equipped you'll get a set number of inventory slots as well as specialized quick weapon slots. There are bags for long distance journies (lots of slots of food and provisions) or combat-oriented bags (less inventory slots, more slots for ammo and more quick weapon slots), etc.
When carrying the backpack, it'll give you penalties in combat unless you choose to drop it. Some bags (combat bags especially) come with quick releases, which means less AP spent to drop 'em. Alternatively, when assaulting an enemy position, you can set your party to drop all backpacks into a hidden cache to prepare for combat. Heck, it's even nicer to ambush the enemy and laugh as they waste AP to drop their bags while you cut 'em down with your heavy machine guns.
This opens lots of avenues for emergent gameplay. Can't pick pocket an NPC for an important quest item, and can't kill him either because he's an important person to another quest? Engage combat with him and he'll drop his bag. Then using one party member, you lure him away from his bag, and then quickly send another party member in to secure the item from his pack.
What do you guys think? Is this a tedious mechanism or is it actually fun?
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UPDATE
Current discussion:
- Backpack mechanism too tedious, not worth it
- Should party inventory be implemented instead? <--- current status
First off, everybody carries a backpack. It's like an equip-able item, and once equipped you'll get a set number of inventory slots as well as specialized quick weapon slots. There are bags for long distance journies (lots of slots of food and provisions) or combat-oriented bags (less inventory slots, more slots for ammo and more quick weapon slots), etc.
When carrying the backpack, it'll give you penalties in combat unless you choose to drop it. Some bags (combat bags especially) come with quick releases, which means less AP spent to drop 'em. Alternatively, when assaulting an enemy position, you can set your party to drop all backpacks into a hidden cache to prepare for combat. Heck, it's even nicer to ambush the enemy and laugh as they waste AP to drop their bags while you cut 'em down with your heavy machine guns.
This opens lots of avenues for emergent gameplay. Can't pick pocket an NPC for an important quest item, and can't kill him either because he's an important person to another quest? Engage combat with him and he'll drop his bag. Then using one party member, you lure him away from his bag, and then quickly send another party member in to secure the item from his pack.
What do you guys think? Is this a tedious mechanism or is it actually fun?
============
UPDATE
Current discussion:
- Backpack mechanism too tedious, not worth it
- Should party inventory be implemented instead? <--- current status