Starting items: like traits, except they're just items

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Mickyan
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Starting items: like traits, except they're just items

Post by Mickyan » #405153

Judging from the amount of people crowding around the autodrobe at roundstart there's demand for this and I believe the trait code gives a good framework to get this working with relative ease, but I lack the skill to put it together myself

You have let's say 5 points to spend and have a selection of items to spend them on. Items would only be cosmetic or otherwise things that are easily available and don't require specific access, with the latter requiring more points to choose.

Examples:
Black bandana - 1 pt
Poncho - 1 pt
Blue scarf - 1 pt
whiskey bottle - 2 pt
cigar case - 2 pt
screwdriver - 3 pt
health scanner - 3 pt
space cleaner spray - 3 pt
camera - 3 pt
pocket crowbar - 3 pt
toy sword - 4 pt
insulated gloves - yeah, no

Also imagine how cool it would be allowing people to pick costumes at round start for holidays like halloween
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Lazengann
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Re: Starting items: like traits, except they're just items

Post by Lazengann » #405160

I just want to start with a deck of cards instead of the zippo heirloom
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Re: Starting items: like traits, except they're just items

Post by Dr_bee » #405231

If you could choose jam-jar glasses roundstart I would love this being added. It would make the roundstart rush to the clothing vendor for us snowflakes a bit less crazy.
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Re: Starting items: like traits, except they're just items

Post by DemonFiren » #405235

Dr_bee wrote:If you could choose jam-jar glasses roundstart I would love this being added. It would make the roundstart rush to the clothing vendor for us snowflakes a bit less crazy.
same but for scarves and dresses
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Re: Starting items: like traits, except they're just items

Post by ShadowDimentio » #405243

>Space cleaner spray

Nice try sneaking one of the most sought after items on the station in there
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Re: Starting items: like traits, except they're just items

Post by Saegrimr » #405258

I just have to rush to make sure nobody grabs the sombrero and poncho for Mexican Night at the kitchen.
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Re: Starting items: like traits, except they're just items

Post by oranges » #405287

back to bay
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Re: Starting items: like traits, except they're just items

Post by Mickyan » #405300

ShadowDimentio wrote:>Space cleaner spray

Nice try sneaking one of the most sought after items on the station in there
Busted

That's actually one of the reasons for it, some items are nowhere to be found on certain maps despite not being particularly useful, maybe you don't want to have space cleaner bottles all over the map but if someone is a neat freak they can use their points to have one without having to jump through hoops with the chemist. It's just an example, anyway
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Re: Starting items: like traits, except they're just items

Post by Selea » #405311

We may not like bay, but we don't like it for shitty botany, chemistry, overcomplicated med, scars from nerf circus, shitcode.
Roleplay support mechanics on bay are refined pretty well.And could be stealed for greater good. If we will steal item loadout, don't forget about looc and flavour text.
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Re: Starting items: like traits, except they're just items

Post by DemonFiren » #405371

i get the feeling like even the most "refined" rp mechanics imported from bay will be abused to shit and back here
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Re: Starting items: like traits, except they're just items

Post by Dr_bee » #405373

DemonFiren wrote:i get the feeling like even the most "refined" rp mechanics imported from bay will be abused to shit and back here
I can imagine if we give people access to clothing from the vendor as a pre-round loadout you will see a bunch of staff assistants with military jackets for the free weapon slot.

nothing a nerf to that fucking jacket cant fix!
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Re: Starting items: like traits, except they're just items

Post by DemonFiren » #405374

and then you may hardly see those features used at all

though that's probably just a personal belief because that jacket is fugly
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Re: Starting items: like traits, except they're just items

Post by Mickyan » #405445

Never played on bay, we have traits that can give you items and this seemed like the obvious next step
Dr_bee wrote:
I can imagine if we give people access to clothing from the vendor as a pre-round loadout you will see a bunch of staff assistants with military jackets for the free weapon slot.

nothing a nerf to that fucking jacket cant fix!
I didn't mean to imply you get access to all items in the auto drobe, I would limit it to the more normal stuff that don't stand out too much to avoid the issue of everyone looking like assistants, like scarves, beanies, caps and glasses etc. Plus if properly priced most players will prefer carrying one or two useful items to a useless hat.

Also no suits and at most some select exosuits, like the waistcoat
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Re: Starting items: like traits, except they're just items

Post by Wyzack » #405447

Would be neat for easy to acquire items. Zippos for example are so common around the station as long as somebody somewhere has a multitool there is no balance concerns with letting you start with one
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Re: Starting items: like traits, except they're just items

Post by somerandomguy » #405454

Mickyan wrote:Never played on bay, we have traits that can give you items and this seemed like the obvious next step
Dr_bee wrote:
I can imagine if we give people access to clothing from the vendor as a pre-round loadout you will see a bunch of staff assistants with military jackets for the free weapon slot.

nothing a nerf to that fucking jacket cant fix!
I didn't mean to imply you get access to all items in the auto drobe, I would limit it to the more normal stuff that don't stand out too much to avoid the issue of everyone looking like assistants, like scarves, beanies, caps and glasses etc. Plus if properly priced most players will prefer carrying one or two useful items to a useless hat.

Also no suits and at most some select exosuits, like the waistcoat
Make one that has you spawn with a grey jumpsuit if you're an assistant.
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Re: Starting items: like traits, except they're just items

Post by SpaceInaba » #405488

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Re: Starting items: like traits, except they're just items

Post by Nilons » #405603

Grey sec jumpsuit for security officers
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Re: Starting items: like traits, except they're just items

Post by Anonmare » #405626

B L U E S H I F T
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Re: Starting items: like traits, except they're just items

Post by ComradeNecron » #405883

Selea wrote:We may not like bay, but we don't like it for shitty botany, chemistry, overcomplicated med, scars from nerf circus, shitcode.
Roleplay support mechanics on bay are refined pretty well.And could be stealed for greater good. If we will steal item loadout, don't forget about looc and flavour text.
so we just rebase to citadel code and cut all the furry stuff out?
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Re: Starting items: like traits, except they're just items

Post by Lazengann » #406295

Their running system sucks
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Re: Starting items: like traits, except they're just items

Post by ComradeNecron » #407857

Lazengann wrote:Their running system sucks
oh yeah, they nerfed plastic flaps as well
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Re: Starting items: like traits, except they're just items

Post by RandomMarine » #408153

ComradeNecron wrote:oh yeah, they nerfed plastic flaps as well
So did we. The humorously and nonsensically sturdy barrier is now defeated by the common screwdriver.
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