Movable furniture/tradable commodities

The place to request or suggest new ideas and features.
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Armaroyk
Posts: 12
Joined: Tue Aug 09, 2016 11:54 pm

Wed Aug 10, 2016 3:34 am

My suggestion concern basic furniture like chairs and bedrolls, smaller chests and maybe medium seized stuff like cabinets and tables, dividers. It would simply work the same way that you carry squad members, with some sort of anchoring on or off mechanism once placed at the right spot. That way you wouldn't haul the chair every time you tried to sit down.

With this sort of feature implemented another thing might be added as well. First a new kind of "general store" where one can buy and sell furniture, and associated materials for furniture construction. Maybe more furniture variation is needed as well as furniture construction bench. Rare furniture might be found and looted of some far away derelict ruin. It makes for more interesting and varying exploration.

Another thing that might be interesting is a mobile tent, or different tents for different occasions and climates, something every caravaneer should keep close at hand. I don't know the complexities of implementing something like this, the game seems totally complicated to work with from a coding perspective as it is. I just love how so much of the game world is possible to interact with, and when something suddenly becomes static the spell is sort of broken. It seems logical that you have to dismantle a shed and then rebuild it if you wanted it moved, but to dismantle a chair just to move it to the other end of the room suggests the construction feature needs a bit more polish.

Lastly if this was mentioned in another tread I'm sorry, I searched but couldn't find anything concrete like what I have suggested here.

Berzerker Jay
Posts: 482
Joined: Mon Mar 21, 2016 10:47 pm

Wed Aug 10, 2016 6:48 pm

Definitely see this being a winner for the Camp Bed.

I've long thought some items should have a "Pick Up" option added to their right-click menus. A simple flag on the item could probably, probably, take care of this. Then a second tag could determine whether the item goes over the shoulder or into inventory, though I suspect setting this up for every model could be more trouble than it's worth, or not.

Something like a Mounted Crossbow turret, it would be cool if you could carry those over the shoulder and then set them up on the battlefield as needed -- might make for some interesting strategies, but maybe game-busting ease in combat, too. Who knows what the addition of Ranged will do to change this, though. A Mounted Crossbow in the inventory, though? Somehow seems a bit much.

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Mattk50
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Location: A far away land where bug testing is entertainment.

Wed Aug 10, 2016 9:02 pm

It'd be simpler to just give back resources when you dissassemble the items that should be easily movable, like bedrolls, chests, etc.

Berzerker Jay
Posts: 482
Joined: Mon Mar 21, 2016 10:47 pm

Wed Aug 10, 2016 9:32 pm

Potentially simpler. It could also be simpler to build a Mounted Crossbow beforehand, then carry it and a few others on the back of a Domesticated Bull, set them up on a hillside overlooking Rebirth....

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Armaroyk
Posts: 12
Joined: Tue Aug 09, 2016 11:54 pm

Wed Aug 10, 2016 10:50 pm

I would really like the idea of some sort of strength threshold, dividing the level of strength from different species. For example a bull with level 3 strength is stronger than a level 20 dog and so on, making them belong to different tiers of strength. Maybe 4 different tiers, and to carry certain things you would need a specific tier. A turret maybe require tier 2 or 3 making a human unable to carry it, or maybe a shek could do it, if they had a higher tier than normal humans.

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Mattk50
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Location: A far away land where bug testing is entertainment.

Thu Aug 11, 2016 9:02 pm

Berzerker Jay wrote:Potentially simpler. It could also be simpler to build a Mounted Crossbow beforehand, then carry it and a few others on the back of a Domesticated Bull, set them up on a hillside overlooking Rebirth....
In terms of implementation, that is most certainly not any simpler, this solution requires many new different subsystems from a furniture holding system, to assigning weights on them all, to a way to position prebuilt structures and then somehow get them off the animal. Resource return literally just needs a system to put resources from a structure being dismantled into someone's inventory and implementation is done.

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Armaroyk
Posts: 12
Joined: Tue Aug 09, 2016 11:54 pm

Thu Aug 11, 2016 10:10 pm

I see what you mean, someone needs to be assigned to dismantle a structure, or something that has been build, instead of just having the thing disappearing once you press the button as it is now. There would be a timer, bigger buildings would take longer to dismantle, and maybe it would periodically give out a portion of the used resources so that you would need a sort of container nearby to place it in, or run to the nearest container. It would be like a reversed building process.

It doesn't suggest an store for furniture though. I would so much like the idea that when exploring, you would find a chest in a ruin or something. When you open it the thing is empty, but instead of just leaving it as we are used to do, and has been for the last 30 years or so when playing rpg games, you would take the entire chest. Maybe it had a high lock level installed, or maybe it had a unique look. It would be something totally new.

Berzerker Jay
Posts: 482
Joined: Mon Mar 21, 2016 10:47 pm

Fri Aug 12, 2016 5:15 am

You already can assign a character to dismantle a structure. It's just not instantaneous like the button. ;)

As to it being simpler to assign values to different structures, it's been stated before that only some of the resources are to be recoverable. So when you dismantle an object that way, you won't be able to simply set it up again. You'll need to replace the lost resources. So, this would require additional code implementation likely no different than using the code for dragging ragdolls and assigning a weight value the same way we do for those. I guess we'll have to say the difference is probably arguable, maybe beside the point.

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