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Change to stacked items/ammo piles

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For stacks of items:

The stack behaves like a container that can only hold that type of item. The stack can be opened using the same Inspect Contents option added recently to generic containers. Each item in the stack has it's own durability, and the stack as a whole is labeled depending on the average quality of the stack. For example:

 

7.62x39mm Rounds

27 / 40

Mostly Pristine

 

Pristine = All inside are pristine

Mostly Pristine = Average is between pristine and worn

Mostly Worn = Average is between worn and damaged

Mostly Damaged = Average between damaged and badly damaged

Mostly Badly Damaged= Average between badly damaged and ruined

Ruined = All inside are ruined

 

When a stack is used, for example with a bandage, the first item in the stack's inventory is consumed. If a stack of rags looks like this:

Stack of Rags = [Rag (Pristine), Rag (Worn), Rag (Ruined)]

Then Rag (Pristine) would be used the first time you use the stack and Rag (Worn) would be moved to the first slot.

 

When a stack takes damage, it selects one of the items in its inventories to receive the damage, so when a stack of bullets or rags take damage, you can open up the stack and pull out the ruined item. No more losing an entire stack to a random zombie hit.

 

For ammo stacks:

For ammo this works the same way. When you load a stack of ammo into a magazine, it loads in so the first bullet in the stack is at the bottom of the magazine. The magazine can then also show the quality of the bullets inside, for example:

 

40Rnd 5.56mm CMAG

Pristine

27 / 40

Mostly Pristine

 

A 30 round stack of ammo is 1 slot.

A 60 round stack of ammo is 2 slots vertically.

A 120 round stack of ammo is 4 slots square.

Adjust the number in a stack to 40/80/160 for pistol ammo, 20/40/80 for 7.62x51 and 7.62x39, 15/30/60 for 12ga shells, etc. A 40 mag is emptied into a 40/60 stack.

 

When firing, the gun knows the quality of the top bullet in the magazine, which can affect the jam rate of the weapon. If you use ruined ammo, you're extremely likely to have a misfire or a jam. With pristine ammo, there's no added chance for a jam (it's solely based on the quality of the weapon). This would also allow you to mix/match different types of ammo, for example loading in T/B/B/B to fire a tracer round every 4th shot, with standard ball ammo everywhere else.

 

You could also turn snaploaders or speedloaders into inventories as well, so you could for example load your 12ga snaploaders with buckshot on the left and slugs on the right, or loading your .357 speedloader with a mix of hollowpoint, tracer, and standard ammo.

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Stack of Rags = [Rag (Pristine), Rag (Worn), Rag (Ruined)]

 

According to average quality you suggested, a such stack would be labeled "Mostly ..."?

 

When a stack takes damage, it selects one of the items in its inventories to receive the damage, so when a stack of bullets or rags take damage, you can open up the stack and pull out the ruined item. No more losing an entire stack to a random zombie hit.

 

I cannot beleive one rag would turn bulletproof or zombieproof to suffer all damage and save the remaining stack. Not realistic.

...in fact currently it works that way with bullets stack : It is an exploit not yet fixed, so I would disapprove to bring it up to standards for all stackable items.

 

A 30 round stack of ammo is 1 slot.

A 60 round stack of ammo is 2 slots vertically.

A 120 round stack of ammo is 4 slots square.

 

What is it supposed to solve?

What is wrong with current 30 rounds stack = 1 slot ? Simplest, more flexible, and already working ingame.

Edited by JiJi

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I like it, it makes sense to me as most of the shotgun and .22 ammo at my house is over 2 years old.

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According to average quality you suggested, a such stack would be labeled "Mostly ..."?

Or something like that, it just needs some identifier so you can tell the general quality of a stack of ammo.

 

I cannot beleive one rag would turn bulletproof or zombieproof to suffer all damage and save the remaining stack. Not realistic.

...in fact currently it works that way with bullets stack : It is an exploit not yet fixed, so I would disapprove to bring it up to standards for all stackable items.

It'd work that way because a single bullet doesn't magically swing around and hit every loose item in a stack. When the stack takes damage it could select several items in the stack, but not everything. The way it currently works makes sense, exploit or not. If you have a box of ammo and it gets shot, not all of the bullets get ruined. If you take the time to sort out the bad one, you can bring the quality back to pristine.

 

What is it supposed to solve?

What is wrong with current 30 rounds stack = 1 slot ? Simplest, more flexible, and already working ingame.

I was thinking along the lines of a pile of 120 T/B/B/B 5.56 rounds. I could have one stack of this mixed tracer ammo and load it into magazines when I need to. It also prevents the exploit where you can unload a magazine that's larger than the max stack size and get a 60/60 stack of 5.56, for example. Just storage in bulk where you could assume the entire group was consistent. Having smaller single stacks might be easier, but being able to store it in bulk might be nice too.

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it just needs some identifier so you can tell the general quality of a stack

 

Instead of calculate general quality, I would suggest to display the better + the worst items conditions present in this stack. No matter if more of the first or last, and not considering middle conditions.

So, about your example : Stack of Rags = [Rag (Pristine), Rag (Worn), Rag (Ruined)] , it would display "from pristine to ruined" information. Since it might be too much text to add on an icon inventory I would suggest code color to replace text :

 

OR

 

if you still prefere global quality information otherwise it would "spoil" better&worst stack items conditions (we are not supposed to know just at a glance in inventory). I have an idea - a bit more complex.

Let's define RGB (Red | Green | Blue) values. For your example we have 3 items : Stack of Rags = [Rag (Pristine), Rag (Worn), Rag (Ruined)]

 

Pristine is  0 | 255 | 0

Worn is   150 | 255 | 0

Red is     255 |     0 | 0

 

Mix all

(0+150+255)/3 | (255+255+0)/3 | (0+0+0)/3

RGB is 135 | 170 | 0   --> 4hosH2s.gif

:)

 

It could seems a laborius process to collect and calculate 30 or more stack items at each refresh status to just display color, but for a (client) computer it's a piece of cake.

 

When the stack takes damage it could select several items in the stack, but not everything.

 

Good, not everything ok, but neither not (only) "one of the items".

"Severals", fine for bullet stack/sealed box.

 

 

About various stack/slot sizes, I'm still not convincing. Over max stack size exploit could be fixed without need of problematic features added, and since I don't know how tracer rounds will work/mix I'm not going to speak on that.

Edited by JiJi

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