Cataclysm-DDA icon indicating copy to clipboard operation
Cataclysm-DDA copied to clipboard

[WIP] New Archetypal Survivor Gear

Open PGR-14 opened this issue 7 months ago • 16 comments

Is your feature request related to a problem? Please describe.

Two problems:

A: A lot of people play the game differently, & I feel like this isn't represented properly w/ most gear. Most of the time, people look at it w/ the player as the controlled variable, & the situation as the dependent variable. In reality, players will do things their own way, for instance, let's say that there's a zombie brute in the middle of the road, w/ a couple of unpopulated houses nearby. One will whack it 'till it's down, one will fire from the trees, one will run past, one will lead it to an advantage area, one will make others do their work for them, one will hide & run through the houses, etc. So many ways of dealing w/ one problem, & I want to foster all these playstyles.

B: Survivor gear is a pretty weak concept, mostly just "Add Kevlar", w/out much appeal, & doesn't represent aforementioned playstyles well, or at all. It also takes WAY too long to make too, most take at least a day, w/out much incentive. Also doesn't do it's job well either, that being gear for regular survivors, being able to be made from materials (mostly) easily found, w/out taking a century like gambesons & plate armor, isn't faction-tied, & not strictly military gear. As Balathazar puts it: "Regular clothes, modified differently to fit specific playstyles, when survivors may be limited on time & effort, but still need clothes that are specialized for survival,

Solution you would like.

While we can't have gear for every playstyle, we can have a bunch of vague types that can be combined to fit most. Notes: Not all gear types are compatible. Wearing both scout & brawler gear will likely result in high encumbrance, low speed, high weight, & low protection. However, others should compliment eachother. A cataclysmic cowboy can work the night shift w/out problem. Most gear will have stuff for mutants.

  • Survivor: Simple & generic, should be the baseline. Others like them, & I don't want to trample weeds others see as flowers. Most likely will be rebalanced though, & changed. Keeps the same 'ol look. Also contains everything that doesn't fit in any group, or multiple.
  • Lurker: Camo & shadow. Gear for all terrains, keeps you hidden. Mostly low protection, encumbrance, & weight, but higher levels of concealing means higher encumbrance & weight. We will need to make a way for camo to actually work, but we might be able to scavenge magiclysm. Partially roguish, but maybe a little bit of Spec-Ops
  • Brawler: Purpose-built for melee combat. High protection on limbs & torso, but enough encumbrance to discourage additional gear & backpacks. Should be heavy & loud. Looks like a metal lobster w/ Kevlar & synthetic fabric at the joints.
  • Marksman: Guns, no matter what kind. Lots of pockets SPECIFICALLY for ammo & weapons, w/ lower wight for sacrificing that layer. Also includes plate carriers. Split between cowboy & soldier stuff.
  • Technician: Lots of pockets SPECIFICALLY for tools & traps, w/ weight reduction for them. A little noisy too, but not overly so. Kind of like an evolved version of farmer & worker gear.
  • Scout: Low weight & encumbrance, w/ pockets for on-the-go-supplies (Like a pair of binoculars). Not very protective, nor can carry much, but you can run pretty fast. Getting grabbed might rip gear off, could be an interesting addition. Similar look to the survivor gear, just much lighter.
  • Scav: Made for those who walk those weary roads. Great protection against environmental conditions, & decent against zombies. Has a decent amount of encumbrance however, & is more suited for walking than running. Looks like a mix of army desert gear & Nomad stuff.
  • Pack-Rat: A hoarder's delight. Way too many pockets, way too much encumbrance, but you can carry a LOT. Mostly self-explanatory.

Remember that this is STILL a work-in-progress, things can be changed, things can be moved, things can be added, things can be removed.

Describe alternatives you have considered.

No response

Additional context

Give me your playstyles! We'll see if we can represent them, & change it accordingly.

PGR-14 avatar May 21 '25 13:05 PGR-14

A: We have so many different armors and armor combinations that I think you can cover just about any playstyle with enough effort put into your gear. Just because we don't have armor specifically tied to a playstyle doesn't mean it cannot be used for that playstyle.

B: I agree, but I think the better solution is to just fully remove survivor armor and slowly replace it with more reasonable DIY armors, such as something like fiberglass plate armor, or ballistic vests cut up and modified to be a crude full body kevlar suit.

Survivors limited on time and effort shouldn't be able to make specific bespoke armors for one purpose. If you're limited on time and effort, you're going to get subpar armor, like the leather padded armors.

I don't think it's a good idea to have gear incompatibilities like that. This isn't an RPG where we benefit matching armor sets. If someone wants to wear a "brawler" helmet and "scout" pants, that's good, that's applying thought out armor choices (protecting head, keeping legs lightweight).

I'm not so sure having these archetypes is a good idea, and all seem pretty vague in how they'll accomplish the archetype.

Survivor: Having this as an archetype doesn't solve the issue survivor armor brings.

Lurker: As far as I know camo isn't really something you need specific clothes for? You can paint plate armor in camo, no problem. If you're thinking along the lines of gillie suits, those already exist so there's no reason to have it as a different item, and those would be useless as actual armor because it's encumbering as all hell.

Brawler: This feels too vague. Armor is already meant to protect limbs/torso, is there anything "brawler" armor would achieve that isn't already achieved by something like plate armor, gambesons, or chainmail? It sounds like you just described chainmail with kevlar.

Marksman: This just feels like a ballistic vest and some load bearing equipment? We have those already.

Technician: Why are we having specific pockets? A pocket is a pocket, there's not much way you can design a pocket to hold "tools" specifically and not something else. Seems like it's just backpacks? Wouldn't need to be a specific armor set, just have it as something like reinforced coveralls/overalls.

Scout: We already have some pretty lightweight armors, this feels redundant.

Scav: This just feels like survivor armor.

Pack-rat: We already have pretty big backpacks and load bearing gear.

Overall, I'm pretty mixed on this. I do want to see changes to survivor armor, but this feels off. Armor design is pretty complex and I'm unsure what good purpose-built armor survivors would make when they're specifically short on time. It feels like it'd result in a lot of overlap, both with the archetypes laid out, and with existing sets of armor.

Holli-Git avatar May 21 '25 14:05 Holli-Git

Survivors limited on time and effort shouldn't be able to make specific bespoke armors for one purpose. If you're limited on time and effort, you're going to get subpar armor, like the leather padded armors.

I think this is, in spirit, what is supposed to be achieved, modifying existing pieces of clothes instead of creating completely new ones.

I agree with the named sets being too RPGy and there existing a lot of overlap between them but I think some concepts do work, "brawler" type clothing for example is something particularly wanted in the cataclysm where some survivors may need to engage in a lot of melee combat and few IRL clothes are suited to that. It depends on the implementation but modifying a coat by adding material in places that are likely to receive hits may make more sense than creating a fiberglass plate armor from scratch (depending on the time/materials you have access to of course).

Cutting a ballistic vest and using it to reinforce a coat or some other clothes may be exactly what's being talked about here.

BalthazarArgall avatar May 21 '25 15:05 BalthazarArgall

Note: I'm on 3 hours of sleep, so if I'm explaining things terribly, sorry.

One thing I've noticed is that there's a problem with stuff bein' vague, but that's the point here. We're mixing vague ideas into specifics, but there might be a better way of doin' it.

A: We have so many different armors and armor combinations that I think you can cover just about any playstyle with enough effort put into your gear. Just because we don't have armor specifically tied to a playstyle doesn't mean it cannot be used for that playstyle.

Not always, from my position. Most of the time, I grab some military gear, mix it w/ some nice looking clothes, & realize that I'm missing just one item to make it all fit together. Besides, this is also for reinforcing the ability to play these styles.

B: I agree, but I think the better solution is to just fully remove survivor armor and slowly replace it with more reasonable DIY armors, such as something like fiberglass plate armor, or ballistic vests cut up and modified to be a crude full body kevlar suit.

That's somewhat close to where we're goin'. Still DIY, but different levels of it. Armor recipes w/ > fab & tailor lvls will be more specialized & noteworthy.

Survivors limited on time and effort shouldn't be able to make specific bespoke armors for one purpose. If you're limited on time and effort, you're going to get subpar armor, like the leather padded armors. I don't think it's a good idea to have gear incompatibilities like that. This isn't an RPG where we benefit matching armor sets. If someone wants to wear a "brawler" helmet and "scout" pants, that's good, that's applying thought out armor choices (protecting head, keeping legs lightweight).

Didn't exactly mean it like that, more so that some may work well together, others not so much. Incompatible was the wrong word. That's a good point w/ the scout & brawler gear, but I was more leaning towards wearing both brawler boots & the scout trousers/shorts.

Survivor: Having this as an archetype doesn't solve the issue survivor armor brings.

Fair point, we'll make sure to implement it differently than what it is right now. If it's found that we can't salvage it, we'll toss it.

Lurker: As far as I know camo isn't really something you need specific clothes for? You can paint plate armor in camo, no problem. If you're thinking along the lines of gillie suits, those already exist so there's no reason to have it as a different item, and those would be useless as actual armor because it's encumbering as all hell.

Camo is a good part of it, but also keeping low & having a small form. A huge thing covered w/ camo is easier to see than a small thing. Also, do we have Ghillie suits? I'm 80% sure we don't

Brawler: This feels too vague. Armor is already meant to protect limbs/torso, is there anything "brawler" armor would achieve that isn't already achieved by something like plate armor, gambesons, or chainmail? It sounds like you just described chainmail with kevlar.

Eh, kind of. Plate armor & gambesons bein' similar is a big problem, but this stuff is likely gonna somewhat makeshift. Again, still DIY, & quicker to make. An in-between.

Marksman: This just feels like a ballistic vest and some load bearing equipment? We have those already.

Described that badly. Basically trades the armor layer & less protection for reduced ammo weight, & the ability to reach for things faster (Under the assumption that it's tailored to your exact proportions & movement).

Technician: Why are we having specific pockets? A pocket is a pocket, there's not much way you can design a pocket to hold "tools" specifically and not something else. Seems like it's just backpacks? Wouldn't need to be a specific armor set, just have it as something like reinforced coveralls/overalls.

Not really? Take a look at stuff like tool belts & leather tool rolls, essentially that made into a jacket. Kind of like the dude selling illicit substances out of a duster. Threw in the worker gear thing as "it'd fit in w/ the others"

Scout: We already have some pretty lightweight armors, this feels redundant.

Fair point, this more so keeps everything snug together, nothing baggy, etc.

Pack-rat: We already have pretty big backpacks and load bearing gear.

True. This is more grabbing every single thing on the shelf & being able to grab 3 more stores worth of loot. W/ proper consequences of course.

Overall, I'm pretty mixed on this. I do want to see changes to survivor armor, but this feels off. Armor design is pretty complex and I'm unsure what good purpose-built armor survivors would make when they're specifically short on time. It feels like it'd result in a lot of overlap, both with the archetypes laid out, and with existing sets of armor.

I might have to discuss & think about the DIY layman part, & wrap the sets around it. Again, this stuff isn't gonna be worn in complete sets. People will mix & match.

PGR-14 avatar May 21 '25 15:05 PGR-14

Not always, from my position. Most of the time, I grab some military gear, mix it w/ some nice looking clothes, & realize that I'm missing just one item to make it all fit together. Besides, this is also for reinforcing the ability to play these styles.

Yeah, grabbing some military gear and some clothes isn't going to cover everything. Military gear has a specific purpose and won't cover specific stuff that other gear will.

Didn't exactly mean it like that, more so that some may work well together, others not so much. Incompatible was the wrong word. That's a good point w/ the scout & brawler gear, but I was more leaning towards wearing both brawler boots & the scout trousers/shorts.

Why? Wearing heavy boots and shorts doesn't make it worse than the sum of its parts.

Camo is a good part of it, but also keeping low & having a small form. A huge thing covered w/ camo is easier to see than a small thing. Also, do we have Ghillie suits? I'm 80% sure we don't

Camo is about breaking a silhouette. You can have big things camo, you can have small things camo, as long as it breaks silhouette it works. Also, a lot of the situations a survivor finds themselves in would be pretty hard to camo in, such as urban environments. Yes, urban camo exists, but it's much more difficult than forestry camo. And no, we don't have ghillie suits, but they exist IRL. I brought it up as a point to say "if you're going full ham on the camo, you're not going to be unencumbered and lightweight as you envision".

Eh, kind of. Plate armor & gambesons bein' similar is a big problem, but this stuff is likely gonna somewhat makeshift. Again, still DIY, & quicker to make. An in-between.

Plate armor and gambesons are not similar at all. So are these essentially going to be like the "cloth padded shirt" line of armor? That I'm fine with, if it's going to be specifically called "Brawler armor" that is something I won't be fond of.

Described that badly. Basically trades the armor layer & less protection for reduced ammo weight, & the ability to reach for things faster (Under the assumption that it's tailored to your exact proportions & movement).

This still sounds like you're describing a load bearing vest. Reaching thing fast is pretty important on those things, whether it be magazines for first aid. I'm also unsure how much you actually can lighten a plate carrier? Most of the weight of a plate carrier is going to be in the plates anyways.

Not really? Take a look at stuff like tool belts & leather tool rolls, essentially that made into a jacket. Kind of like the dude selling illicit substances out of a duster. Threw in the worker gear thing as "it'd fit in w/ the others"

Don't trench coats already have some pretty big pockets in game?

Fair point, this more so keeps everything snug together, nothing baggy, etc.

I don't understand? Armor that's not snug and is baggy is bad armor.

True. This is more grabbing every single thing on the shelf & being able to grab 3 more stores worth of loot. W/ proper consequences of course.

What'd it accomplish that a big pack frame with an industrial trash can won't? Also this just seems like a way to encourage bad habits. I can see someone crafting "pack rat" armor, grabbing a bunch of stuff, and complaining that they died from the penalties. If you need to haul a large volume of stuff, bring a car or shopping cart.

I might have to discuss & think about the DIY layman part, & wrap the sets around it. Again, this stuff isn't gonna be worn in complete sets. People will mix & match.

I think there shouldn't be complete sets, at least for stuff like the "marksman". You can't really make marksman boots.

Holli-Git avatar May 21 '25 15:05 Holli-Git

Yeah, grabbing some military gear and some clothes isn't going to cover everything. Military gear has a specific purpose and won't cover specific stuff that other gear will.

Skill issue on my part :/

Why? Wearing heavy boots and shorts doesn't make it worse than the sum of its parts.

It won't be, again, sorry for the miscommunication. Instead, w/ those boots having higher encumbrance, you won't be as fast, but you'll still have good protection for your feet. They will be as good as the sum, at least we'll try for it to be.

Camo is about breaking a silhouette. You can have big things camo, you can have small things camo, as long as it breaks silhouette it works. Also, a lot of the situations a survivor finds themselves in would be pretty hard to camo in, such as urban environments. Yes, urban camo exists, but it's much more difficult than forestry camo. And no, we don't have ghillie suits, but they exist IRL. I brought it up as a point to say "if you're going full ham on the camo, you're not going to be unencumbered and lightweight as you envision".

I ain't experienced in that kind of stuff. Good point there. So instead, make it have high encumbrance?

Plate armor and gambesons are not similar at all. So are these essentially going to be like the "cloth padded shirt" line of armor? That I'm fine with, if it's going to be specifically called "Brawler armor" that is something I won't be fond of.

Names will 100% change, & that's a lot like our plans. Cloth padded shirt w/ some additional stuff tacked on.

This still sounds like you're describing a load bearing vest. Reaching thing fast is pretty important on those things, whether it be magazines for first aid. I'm also unsure how much you actually can lighten a plate carrier? Most of the weight of a plate carrier is going to be in the plates anyways.

Mostly gonna be stuff like bandoliers anyways. The plate carrier part was mistaken, it's in there, but isn't really part of the set. Already thinking of removing it from there, as I put it in there 'cause it made a mite of sense.

Don't trench coats already have some pretty big pockets in game?

I was usin' that as imagery, sorry.

I don't understand? Armor that's not snug and is baggy is bad armor.

Extremely form fitting & tailored to you, that's what I meant. You run, see what faults the armor has when you do, fix it, & repeat. We might need to add more skill requirements than fab & tailor, & this might be a beneficial addition.

What'd it accomplish that a big pack frame with an industrial trash can won't? Also this just seems like a way to encourage bad habits. I can see someone crafting "pack rat" armor, grabbing a bunch of stuff, and complaining that they died from the penalties. If you need to haul a large volume of stuff, bring a car or shopping cart.

Fair point. We might remove pack-rat then.

I think there shouldn't be complete sets, at least for stuff like the "marksman". You can't really make marksman boots.

I wholeheartedly agree. Not every type is gonna have every slot (Which is partially why I'm thinking of keeping the survivor gear)

PGR-14 avatar May 21 '25 17:05 PGR-14

I'm a bit concerned that you're approaching this from the direction of "define a bunch of archetypes" without much reference to what already exists, I might be misreading your intention, but it looks like the proposal is aimed at "a bunch of new complete suits of clothing intended to be worn together".

99% of clothing should be pre-existing stuff because you aren't going to beat it with hand tailoring. An exercise that needs to happen here is assemble some archetypical outfits out of things that already exist in the game and look at augmenting it with things that exist IRL that we just don't have in the game (the ghillie suit that keeps being brought up is a good example of this), THEN circle around to "ok what doesn't exist but is feasible to make".

Basically asking "what new things should we add you can craft" is putting the cart before the horse. Also if your goal is adding new crafables there's a huge danger of that biasing you to make the new craftable stuff better than existing articles just so you aren't adding things no one will use.

I do like the effort you're putting into breaking things down by play styles, that's a key part of this.

Side note, naming new clothing or armor "survivor-whatever" or any other form of "branding" is pretty much off the table, you aren't adding "suites" of armor, just clothing that is useful for some purpose, they should have more natural names.

kevingranade avatar May 21 '25 18:05 kevingranade

I'm a bit concerned that you're approaching this from the direction of "define a bunch of archetypes" without much reference to what already exists, I might be misreading your intention, but it looks like the proposal is aimed at "a bunch of new complete suits of clothing intended to be worn together".

Completely opposite. Each player should change them up & use what they like. It's defining a bunch of vague playstyles, & having players pick & choose parts for their playstyle.

99% of clothing should be pre-existing stuff because you aren't going to beat it with hand tailoring. An exercise that needs to happen here is assemble some archetypical outfits out of things that already exist in the game and look at augmenting it with things that exist IRL that we just don't have in the game (the ghillie suit that keeps being brought up is a good example of this), THEN circle around to "ok what doesn't exist but is feasible to make".

For example, one of the marksman coats will likely be made out of a couple of bandoliers, a holster, & some other stuff. Remember this is still a work in progress.

Basically asking "what new things should we add you can craft" is putting the cart before the horse. Also if your goal is adding new crafables there's a huge danger of that biasing you to make the new craftable stuff better than existing articles just so you aren't adding things no one will use.

We're trying to make them in-betweens, Hub & Nomad armor is gonna be better, by far. Brigandine & gambesons too.

I do like the effort you're putting into breaking things down by play styles, that's a key part of this.

Thank you!

Side note, naming new clothing or armor "survivor-whatever" or any other form of "branding" is pretty much off the table, you aren't adding "suites" of armor, just clothing that is useful for some purpose, they should have more natural names.

What should we call it then? I love the naming system, be it mercenary gear or scavenger hoods.

PGR-14 avatar May 21 '25 19:05 PGR-14

For example, one of the marksman coats will likely be made out of a couple of bandoliers, a holster, & some other stuff

That's not what I mean, what I mean is make a "marksman outfit" from things that exist in the game already, then point out ways it can be improved.

e.g. How is it an improvement to integrate that into a coat instead of just wearing a bandolier and holster? The only time I'm aware of that being done is concealed carry, which isn't a consideration in dda at all.

We're trying to make them in-betweens, Hub & Nomad armor is gonna be better, by far. Brigandine & gambesons too.

Unless I'm misreading this very badly, you're saying you're planning on not making them better than existing stuff, except for several key pieces where you do exactly what I'm saying not to do. I don't mean "only very special exceptions should be better", I mean "none of them should be better, period". The "actually armor armor" in particular is very much already at it's peak and should not have its stats improved.

What should we call it then? I love the naming system, be it mercenary gear or scavenger hoods.

That's exactly what I think is a mistake and want to push back on. They're just clothes.

kevingranade avatar May 21 '25 23:05 kevingranade

I would be sad to see the naming labels go completely, they are a good way to match similar types of clothing without having to read in detail about them, the Mercenary line for example is all about repurposing military grade (ballistic) armor for more extended coverage, but well...

The general idea of improving standard clothing for better uses sounds good to me, mainly thinking about sewing together similar clothing/pieces of clothing to extend their coverage, or similar things that are plausible to make as improvements, but that they just don't exist in real life because there is no use since we don't have to fight against zombies or monsters from another dimension.

For your general archetype ideas, more than clothing most of them seem better suited as improved utility accessories, like a backpack with several straps for gun carrying, that you are supposed to drop before entering a high risk zone and just choose one of them to carry in hand depending of what you expect to fight, or as Kevin mentioned a huge bandolier with several added straps/holsters for pistols/revolvers if that is what you want (More for role playing in the apocalypse I think, since a single gun or two with several magazines would serve you well enough).

Or things that would be clearly illegal in real life but would make sense to modify/create in the apocalypse, like a retractable blade(s) in your boots for kicking martial arts, or a huge strap/belt for molotov cocktails for easy access for throwing.

Or, I don't know, just things that are rare in real life but are sold for crazy survivalist/paranoid people, like a coat/duster made of cut-resistant materials (kevlar in game) link, cut resistant boxers link or, like, the suit of john wick? link which is just the same but for people that want their sprites to look "fancy" while protected.

Termineitor244 avatar May 22 '25 02:05 Termineitor244

That's not what I mean, what I mean is make a "marksman outfit" from things that exist in the game already, then point out ways it can be improved. e.g. How is it an improvement to integrate that into a coat instead of just wearing a bandolier and holster? The only time I'm aware of that being done is concealed carry, which isn't a consideration in dda at all.

Thanks for elaborating, that's a better idea.

Unless I'm misreading this very badly, you're saying you're planning on not making them better than existing stuff, except for several key pieces where you do exactly what I'm saying not to do. I don't mean "only very special exceptions should be better", I mean "none of them should be better, period". The "actually armor armor" in particular is very much already at it's peak and should not have its stats improved.

I think you're misinterpreting it, yeah. We ain't changin' the armor armor at all. The question is, what should be considered to be better? I'd argue that it should be a bit past military gear, not technologically (Likely far inferior), but of a different circumstance.

That's exactly what I think is a mistake and want to push back on. They're just clothes.

That's why I'm askin'. We can't exactly call something "Duster w/ some additions" or "Military vest w/ sleeves".

PGR-14 avatar May 22 '25 13:05 PGR-14

I would be sad to see the naming labels go completely, they are a good way to match similar types of clothing without having to read in detail about them, the Mercenary line for example is all about repurposing military grade (ballistic) armor for more extended coverage, but well...

I love them too, & I'd like to keep them if possible. Maybe I'll add little references, if we can't keep the flower, we might as well keep a petal.

The general idea of improving standard clothing for better uses sounds good to me, mainly thinking about sewing together similar clothing/pieces of clothing to extend their coverage, or similar things that are plausible to make as improvements, but that they just don't exist in real life because there is no use since we don't have to fight against zombies or monsters from another dimension.

Exactly. Might also add some stuff made from those trophies, ofc the mandatory chitin, & maybe some sort of non-Newtonian protectors made from slime goo?

For your general archetype ideas, more than clothing most of them seem better suited as improved utility accessories, like a backpack with several straps for gun carrying, that you are supposed to drop before entering a high risk zone and just choose one of them to carry in hand depending of what you expect to fight, or as Kevin mentioned a huge bandolier with several added straps/holsters for pistols/revolvers if that is what you want (More for role playing in the apocalypse I think, since a single gun or two with several magazines would serve you well enough).

1: I said the bandolier thing. 2: Backpack is alright, though we've already got rifle cases. Also, RP will be fostered in this too, it's a flower a lot of people like, me included. Might add in murals & armbands, makes sense for survivors to show who they are & what they stand for. Might get you shot, but also saved.

Or things that would be clearly illegal in real life but would make sense to modify/create in the apocalypse, like a retractable blade(s) in your boots for kicking martial arts, or a huge strap/belt for molotov cocktails for easy access for throwing.

The strap makes sense, though I'm not too sure how effective the kickknife is. But a bit like that.

Or, I don't know, just things that are rare in real life but are sold for crazy survivalist/paranoid people, like a coat/duster made of cut-resistant materials (kevlar in game) link, cut resistant boxers link or, like, the suit of john wick? link which is just the same but for people that want their sprites to look "fancy" while protected.

Maybe a bit past that, considering that they've got actual hands-on experience w/ the end of the world. Also more practical.

PGR-14 avatar May 22 '25 13:05 PGR-14

Don't do the branding thing at all, give the item a descriptive name for what it is. We don't have a "survivor bat", but a nail bat. If you can't tell what makes a garment different from a baseline jacket or such, then don't add it as an item at all.

Maddremor avatar May 23 '25 10:05 Maddremor

Don't do the branding thing at all, give the item a descriptive name for what it is. We don't have a "survivor bat", but a nail bat. If you can't tell what makes a garment different from a baseline jacket or such, then don't add it as an item at all.

It's a bit harder than that. I.E. that plate carrier jacket idea, we can't exactly call it a "Plate Carrier Jacket", it feels... disrespectful? Can't find the word.

PGR-14 avatar May 23 '25 13:05 PGR-14

It's a bit harder than that. I.E. that plate carrier jacket idea, we can't exactly call it a "Plate Carrier Jacket", it feels... disrespectful? Can't find the word.

Yeah you can. If it's a plate carrier jacket, you can call it a plate carrier jacket. That is so much more clear as to what it is vs "marksman jacket"

Holli-Git avatar May 23 '25 22:05 Holli-Git

they are a good way to match similar types of clothing without having to read in detail about them

They're a good way to get the wrong impression about what it is because it's vibes over descriptiveness <_<

The general idea of improving standard clothing for better uses sounds good to me

No argument, but

sewing together similar clothing/pieces of clothing to extend their coverage

Is exactly the problem, that's not how it works. If it's just extending sleeves or something find something with longer sleeves, if they're is no such thing stop to think why instead of assuming there should be an improved version with arbitrary stat changes. Sometimes there isn't "one with more coverage", that's fine.

backpack with several straps for gun carrying,

Backpacks with attachment points already exist...

like a retractable blade(s) in your boots for kicking martial arts, or a huge strap/belt for molotov cocktails for easy access for throwing.

Or, I don't know, just things that are rare in real life but are sold for crazy survivalist/paranoid people, like a coat/duster made of cut-resistant materials (kevlar in game) link, cut resistant boxers link or, like, the suit of john wick? link which is just the same but for people that want their sprites to look "fancy" while protected.

These are all "bad ideas that don't actually work" and great examples of why I'm pushing back on this.

I think you're misinterpreting it, yeah. We ain't changin' the armor armor at all.

You need to work on your clarity then, because "Brigandine & gambesons too." Is armor armor and you specifically said you would be improving it. I have no idea what you're actually proposing at this point. Whenever you bring up specifics it's pretty much exactly something I've said not to so numerous times.

For example:

Exactly. Might also add some stuff made from those trophies, ofc the mandatory chitin, & maybe some sort of non-Newtonian protectors made from slime goo?

Not just no but hell no. Chitin is a completely dumb thing to make armor from, the armor that uses it is bad and people should feel bad for using it. Slime goo armor isan idea only a jrpg could love, be serious please.

that plate carrier jacket idea

This specific thing came up before and I looked into it, this doesn't seem to exist. How the heck do you incorporate something as heavy as a loaded plate carrier into a jacket? You have a jacket plus incorporated straps? How would that even fit?

The closest thing I can find is cold weather gear that wraps around the plate carrier, and that's super awkward and only something you'd ever bother with in arctic conditions.

kevingranade avatar May 23 '25 23:05 kevingranade

I'd rather propose that we fix what we have already, it already seems that we should be completely removing some of the armors, due to them being terrible ideas when it comes to material quirks, like Kevlar being pretty terrible for underwater use (bye bye all of the survivor/kevlar wet gear) and there's still stuff like the survivor pants that need updating, same with the survivor gloves. at this rate, it seems kinda silly to try and have S.T.A.L.K.E.R. one-piece suits being a common thing. Maybe keep the firesuit, but then just nix all the other bits into torso+pants?

Kantonine avatar Jun 04 '25 21:06 Kantonine

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not bump or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.

github-actions[bot] avatar Jun 19 '25 21:06 github-actions[bot]