In the Jefferson build we are rolling out the next iteration of the equipment system, that gives you a lot more flexibility as to what gear your hero brings to the battlefield. I cornered Reto.RedBjarne and had him explain. – Reto.Robotron3000
Equipment System iteration 2
For Jefferson we have updated the equipment system with a few new features.
The system was introduced in Irwin in its simplest form. Basically each uniform of the different soldier classes (Infantry, Paratrooper, Recon, Armor and Fighter Pilot) carries a number of equipment points and for every weapon equipped a number of these points are spent.
In Jefferson the next iteration is rolled out with more customization available.
Freedom of choice.
We wanted to make a system that was more flexible than the old ‘fixed class’ structure many older FPS games use, where the main weapon dictates the soldier class (like ‘Machine Gunner’).
Below you can see how it looks when you change the amount of ammunition carried and its effect on the equipment points.
With the addition of the ability to remove additional ammunition it is now possible to combine otherwise ‘illegal’ weapons like the bazooka and rifle or a rifle and SMG. In order to do that the player have to sacrifice almost all of the ammunition of one of the weapons, but what can be carried in the weapon. Below are a couple of examples.
In a more ‘normal’ loadout, the player can also add extra ammunition and then leave his pistol or knife in the locker.
Another addition is turning grenades and mines into expendable weapons just like any of the special ammunition types (current price is 6000 credits for a box of 80 hand grenades). Especially the mines have been changed a bit. They are now live from when they are placed and until some unfortunate enemy triggers them. We feel that this is more realistic instead of removing mines when the player is shot or limiting the amount so that the player ‘cycles’ through 3 or 4 mines. Because the mines are expendable a player trying to abuse this system by, for instance, covering enemy capture points with mines will soon run out of mines.
This is a first iteration and we are aware that our measures might not prevent some players from trying to abuse the system anyway and we have several tweaks we will apply if this turns out to be a problem.
We would like to further expand this system in the future, by adding skill points (earned along with the ribbons) that can be spend on increasing the amount or equipment points. Also adding bags and pouches can enhance this system. So, as always, please comment and we will take all the good ideas and, if they fit the game, add them to the todo-list :-)