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Dovecoon

Different stats for different skins?

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I don't know if the engine supports this, but after reading the 'medic' thread and the bandit skin removal thread, I had a thought: have the different skins apply different stats.

Examples might be a field medic skin where bandages work faster, or packs restore more blood, or a bandit skin would give you more pockets, or a military skin allows for faster reloads, or a mountain man skin has your hunger and thirst degrade more slowly, etc.

And some skins might have humanity requirements, like you need negative humanity for a bandit skin that boosts reload speed, or positive 5000 for a medic skin, so bandits can't use medic skins to trick people and every survivor isn't running around with a bandit skin.

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I don't know about those things in particular, but I can see this being somewhat relevant. 'Medic' skins and things like that would bring more class-based gameplay into the mix, and without much grounding in reality.

Neutral things like having more pockets would be fine, but it would logically increase your temperature (when implemented) or lower your run speed. A "military" / camo skin would decrease your visibility, but increase your noise (army boots!). None of the skins should affect your character's skills at doing something - That should all be up to the player, in my opinion.

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