In this installment I'm going to look at items, created, looted, won or otherwise. As well as ways to make those items appear a bit more 'interesting' in their introduction, use and evolution. Finding that 'rusty axe!' might be fun the first 15 times, but by time 4,234,892 it turns into -> "I gazed with excitement as I opened the enemy backpack, having battled for almost 4 hours on this field against horrors and tech too terrible to image I expected something amazing...... And all I got was a rusty axe?!??!!? ....... I hate this *@$!ing game!!!!"
We've ALL been there, we've all fought some creature or robot and expected heck SOMETHING good to fall only to feel like we got slapped in the face after wards. I'm not saying all items or entire kits should drop, but a rusty axe from a missle shoot, and lazer beam pewing robot? .... REALLY???
So lets get into it shall we?
First I'll go into the different classes of items for a quick review.
1. Grey items - junk items, their good to sell to a vendor and/or melt down.
2. White items - great when your just starting off, or need an item to repair your item your currently using.
3. Named/First Tier items - a little bit better then white items, have stats like +2% rate of fire or +1 damage per hit.
4. Rare items/Second Tier items - a bit better then named, has pretty decent stats usually adding to 3 to 4 different attributes or such (example +3 to damage, +10% rate of fire, +10% resistance)
5. Unique items/3rd Tier items - getting one of these should truly be a unique experience, has everything a rare item does but gives some 'global' item boost to all your other items or a rare stat that never is usually effected (Example +all armor gains +5% to AC, all weapons can fire 10% faster, or +10% to experience per kill!)
6. Piecemeal set items/tier 4 - These are items that as they progressivily find the other parts of the set, they get better. (Example, Raider Spiked armor, Raider Helmet, Raider Shotgun and Raider Boots 2 pieces = +4% protection, 3 pieces = 8% protection, all 4 pieces = 20% protection + 10% rate of fire for shotguns, +5% damage per shotgun hit)
7. Full sets/tier 5 - These are everything except the weapon(s) and maybe rings/necklaces/etc. So it could be (Example, Brotherhood of steel Hood, BOS Chestplate, BOS Pants, BOS Boots, BOS gloves, BOS Arm guards, BOS underwear, and BOS jockstrap. Yet the goggles, necklace, rings, watch, socks, belt and weapons can be anything that the player decides to give them a feeling of choice. The stats gain an extra stats for every odd numbered piece past 1, so on 3, 5, 7 etc etc items gain additional stats that really drive players to collect the entire set.
8. Faction sets - These are very basic sets, which can be used and abused semi often since their so common, for the Fuzzy Bunny's for example it might be a Light pink leather jack, Light pink helmet with bunny ears, 10mm Semi auto (with pink rabbit foot keyring hanging off the grip!) and Pink Belt with fuzzy cotton tail on the back side (+1% running speed!) These aren't incredible stats, but their representative of their faction and allow players to have something that's the start of a set over just whatever garbage gear they can pick off of the starting area enemies.
9. Specialty Profession sets - not sure if these are in any other game atm, I haven't seen them so far if they are other then a single item that will give a higher % chance to success rate. There probably is, but here's how I *hope* we might see them. Say someone is a miner/prospector (probably THE most common class in all games) and he/she wants to not only extractor minerals at a high rate, but find more, and help along with the profession they've chosen. A mining 'set' might have a few different pieces but together can make a miners life a heck of a lot easier.
For example!
Mining Set
Helmet (+5% to mineral location, +5% to mineral extraction)
gloves (+5% to mineral location, +5% to mineral extraction)
pick axe/shovel combo tool (+10% to mineral extraction, +5% bonus to find rare minerals/gems)
Belt (+5% to mineral extraction, +10% to mineral carrying capacity (12 per stack over 10)
Boots (+5% to mineral location, +10% to speed while prospecting for minerals)
Set bonuses
2 pieces = -10% to mineral extraction speed
3 pieces = +20% to mineral prospecting range on surveys
4 pieces = +15% bonus to rare metals/gem find per extraction
5 pieces = all mining related activities +20% success rate (prospecting, mining, refining, surveying and rare mineral/gem find)
Something like that can be applied to any profession, any class, etc etc. People would love it, there are items you can carry around with you that give you a bonuses or two. But no sets that would do so, this would allow you to be seen by others in the wastes or cities wearing this gear and they'd know, at the very least, that your doing something towards this profession if not making the world look a bit more realistic.
Sets role in the world
Sets are powerful, there is no denying that, they are also some of the most sought after items since they make your character 'look' better. I just ask that they are build able as well as drop able from the game, too many games have items that have high drop rates but have no ability whatsoever to be crafted by players. This make players feel useless as crafters as their items are only used to get other players a chance to GET those items and then those items are discarded. Please don't allow that to happen here, a good set should be treasured, even passed along to others in it's completed form to help a tribemate or friend. But never should they be 'junk that no one builds anymore' because level 1,000 gear drops from the el MUCHO HELL-O BUNNY-O-DOOM-IN-A-BOX that everyone runs over and over.
Sets being carried around
This is another problem I'd like to make sure people are aware of. Sets take up alot of room, either in weight or in 'bag slots'. If FOOL takes the route of encouraging players to have many sets (I hope they do) please try to find a way to make it not take up 95% of our inventories (which I expect to be limited).
Now lets switch from armor over to more one use items
Consumables & you!
Some items have only a single use, but might work better if coupled with a piece of technology that is native to the region where the item was made.
For instance, Brotherhood of steel Ammo might do 5% more damage per round if fired from a Brotherhood of steel Machine gun. Yet these effects stack with each other.
Example.
B.O.S. Machine gun vrs regular Machine gun 40 damage per cycle vrs 35 damage per cycle
B.O.S. Machine gun ammo vrs regular Machine gun ammo 4 damage per cycle vrs 3.5 damage per cycle
B.O.S Machine gun and B.O.S ammo combined = 40 damage, + 4 damage for 5 round burst = 20 + 40 = 60, 60 +5% = 63 per cycle.
Together the items are much better, alone their still great weapons, but together their amazing.
Other items can fall into these categories:
Stim packs and Vault city tech
Robotics and RoboTec Bots
Plasma weaponry and Enclave
Raiders and hand to hand weapons
etc etc.
These are just suggestions, and one thing that might be a good way track things, allow players to buy 'limited licenses' to make faction items.
For ammo say 10,000 rounds of Brotherhood of steel 5.52mm rounds can be made off of a set of plans before the license is expired and needs to be renewed. This would give reasons for players to make trips to markets to obtain new licenses and give the game designers a way to track which items are the most popular. If they see an item with 0 purchases over a few months they know the faction should rework that item to make it more attractive to people and/or lower the costs for the license.
Both ways take money out of the economy and give a way to track what's going on.
I'll see if there is any reply before I put down more, I know these get pretty indepth(read LONG!!!) and I'm trying not to scare anyone away, I do want to get a fairly exhaustive study across however.
-Banlish