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Re: Self-Transforming Items (Pre-Project Discussion)[message #293516] Mon, 14 November 2011 16:51 Go to previous messageGo to previous message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
Yo HR, I have read - uhm - some of your post, it is long, you know me, attention span not good.

Couple things I thought of. Most importantly items in JA are static, as you said, but they are also generic, meaning other than status and attachments every e.g. G3 in the game is identical. I feel all items should inherit from a template but be unique after their creation.

Guns are complex mechanical devices which will vary slightly in manufacturing quality. For example when you take a specific pistol e.g. Glock model 21 of a certain year, most of these will work identical, but you will get 1 in e.g. 1,000 that has a jamming problem or that is super accurate.

WHile I can't explain why this is useful in the game, I feel there is an underlying principle which is important.

The only manifestation I can think of in the game is that you may get a pretty sh*tty gun or an amazingly good one depending on luck. Many variables can be customized e.g. reliability, accuracy, and the plethora of NCTH stuff.


Another thing which comes to mind is that you may need more than one resource for "merging". Think of making a cartridge, you need primer, case, powder, and the bullet. However for pre 1900 you may need to make a paper cartridge, where you need paper, powder, wad, shot.

Also some "merges" may need nothing, which will be solved by the button e.g. you seperate something into parts e.g. pull the retaining pin will break up an AR into an upper and a lower receiver (and also may drop the bolt carrier group on the floor).

NAS has a weird thing I discovered, you can right click on an attachment slot and it will bring up a pop up menu. It looks like if you have one of the matching attachments in your inventory, you can select it from the pop up menu which will remove the attachment from your inventory and add it to the attachment slot.

While I never use this, I feel this principle can be useful for your idea. Some guns have a default group of 4 attachment slots. Maybe right clicking on one of them can bring up a menu where you can choose a self-transformation.


Another thing we discussed during the SMP, you were part of that session, was something I couldn't explain well, the inability of the XML to deal with property additions, how to resolve inheritance conflicts.

There is no notion of "strong" and "weak" XML tags, because this would require defining how a tag relates to other tags.

For example if I add a trigger group to a rifle to give it the ability to burst, I can either add XML tags/properties (pre NAS) but not delete existing ones unless I add a negative value, or I can add a positive or negative modifier (post NAS) which I then need to understand how any combination of attachments can affect the minimum or maximum achievable value.

For example I added a RAS bipod and a gripod and got a bipod bonus of 100% because the attachments were not mutually exclusive (oversight) and the bonuses (spell?) stacked.

A good item system needs to allow the definition of how adding (changing) an item will affect its other properties instead of transforming the item into another item ID or adding values to its properties.


Back then I used the example of a belt, a carbine hook, a water bottle, and a bottle stopper with a latch. Adding the carbine hook to the belt should *not* change the item ID of the belt, it should just be an attachment (not in the JA sense), which gives the belt new abilities. The same goes for the water bottle and the stopper with a latch, it is still the same water bottle, it handles exactly the same.

However now the bottle can be hung of the carbine on the belt, which in turn changes the belt a little. For one thing the bottle uses up some space e.g. there is a limit to how many bottles you can attach before you run out of room. For another the bottle may (or may not) render some locations of the belt unusable e.g. you could have used the spot to clip on a small flashlight with a belt clip instead, now there is no room for both because the carbine hook is in the way of the flashlight when the flashlight is clipped on the belt.

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