MouseDenton 6 Posted July 30, 2012 A few suggestions from the squad's quartermaster:1) READ: INVENTORY WARNING! When an inventory store space is full, the game still allows you to drop whatever it is you're trying to deposit in, but it'll get eaten (or something else will, sometimes it's random). Now the item doesn't actually vanish, but is teleported to some random location. My team has lost some rather valuable items to vehicles "eating" them, or, worse, tents. Perhaps a mechanic that doesn't allow you to do this, or at least warns you? And if that doesn't work, maybe a small counter next to inventory names when you've got them open to show their current loaded status.For example, at the top of the menu it'd say something like "Ural: 0/10 3/50 17/200", first number's the packs it can carry, second is the weapons/tools, and third is everything else. This way a player can see if there's room beforehand.2) Lockable tents. I hate tents. They're stationary, vulnerable, small, and compared to something like a Ural they're horribly inefficient. The main benefits are the low profile, frequency, and camouflage. But I feel there should be something more to it. Perhaps, when the squad mechanic is implemented, you could lock them up (bypass with a toolkit) to restrict access by players not in the tent creator's squad. Or there could be a set number of keys that can be traded between players for a specific tent.Then again, if I'm being practical, I'd just like a capacity boost for the tents, which would be much easier and keep with the vulnerability of all server side (and client side) items.3) Keep the magazine, spend the ammo. What with the dozens of types of the same caliber ammo in different mags floating around, maybe it'd be easier to require players to take loose ammunition and fill magazines themselves. When a full mag is emptied, the empty mag goes back into their inventory, and must be refilled or discarded. Magazines should then be somewhat more difficult to find than ammo, particularly for rarer items. This would solve the issue of there being five or six types of ammo of the same caliber.I'm not sure how this could be modified to prevent it from negatively impacting the mass-storage inventory system, where each individual round would take up a single slot in a tent/vehicle. Maybe putting them in stacks of 5 (a common denominator for all that caliber's magazines)?C&C appreciated. Share this post Link to post Share on other sites
Taow 6 Posted July 30, 2012 tents. They're stationary, vulnerable, small, and ... horribly inefficient.That's because... It's a tent. This is exactly what it should be. If you can't carry it on you, all you can do is leave it in a location where I hope you have someone defending it. The tent at least gives you that option. If you've ever actually been in a tent, you understand the only thing keeping me out of it is you.If i'm out in the woods alone and unarmed, thirsty or starving, I guarantee you I will look inside some random tent to see what I can find. Share this post Link to post Share on other sites
MouseDenton 6 Posted July 30, 2012 That's because... It's a tent. This is exactly what it should be. If you can't carry it on you, all you can do is leave it in a location where I hope you have someone defending it. The tent at least gives you that option. If you've ever actually been in a tent, you understand the only thing keeping me out of it is you.If i'm out in the woods alone and unarmed, thirsty or starving, I guarantee you I will look inside some random tent to see what I can find.Perhaps, if there were a way to lock the tent, the only way to access it could be a toolkit (to disable the lock) or a hunting knife (cut the canvas). At least then it would offer some small form of protection, making it a little more valuable as a storage place. But like I said, I'd be more interested in the capacity being boosted. Share this post Link to post Share on other sites