Equipment Load-Out System
+5
Cyrus Inkwell
Wei Xu
HanJi
Tansai Kay
Admin
9 posters
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Equipment Load-Out System
Agents can carry a lot, but in order to make things a bit saner I think I am going to try out a crude inventory system to limit what can be brought on each mission. The below is a list of stuff you can reasonably carry without the aid of a large bag, such as a muletech. Carrying a muletech in a mission will cause penalties to things like stealth due to its size.
Weapons & Toolkits
Weapons: Four light weapons, Two tactical weapons or One heavy weapon.
Toolkits: One. This makes hybrid kits much more handy.
Equipment slots
In addition to the above, you can hold up to 15 grenades, ammo clips, shields or similar sized bits of equipment such as lock picks. This represents things like your pouches, pockets and belts. Three Micro-nades are as large as one regular grenade. This space can be used to bring more weapons or toolkits in the following ratios:
Light weapon: 3 equipment slots
Tactical weapon: 7 equipment slots
Heavy weapon: 10 equipment slots
Toolkit: 7 equipment slots
Muletech Penalties
If you bring a muletech with you on a mission and are carrying it around while you are trying to do stuff like run, jump or sneak it will cause you problems.
Lugging around a muletech will give you a -3 agility penalty unless it has anti-grav generators, in which case it will give you a -2 agility penalty.
Stealth checks will be made with an additional -3 penalty because of the bag's large size.
The muletech will add its AV to your own if you are wearing it as a backpack, but only on attacks from behind. It may also be useful to use it to jump onto grenades to absorb some damage if they are timed (most grenades explode on contact, but you never know).
Muletech Trainings
The Pack Mule training (Mind Unbound) will remove the agility penalty for carrying a muletech. The stealth penalty will remain.
The Pack Rat training (Machines of War) is unchanged and offers no benefit to the above penalties.
There is no training to remove the stealth penalty, but Liberty Black Stealth Bags are available.
Weapons & Toolkits
Weapons: Four light weapons, Two tactical weapons or One heavy weapon.
Toolkits: One. This makes hybrid kits much more handy.
Equipment slots
In addition to the above, you can hold up to 15 grenades, ammo clips, shields or similar sized bits of equipment such as lock picks. This represents things like your pouches, pockets and belts. Three Micro-nades are as large as one regular grenade. This space can be used to bring more weapons or toolkits in the following ratios:
Light weapon: 3 equipment slots
Tactical weapon: 7 equipment slots
Heavy weapon: 10 equipment slots
Toolkit: 7 equipment slots
Muletech Penalties
If you bring a muletech with you on a mission and are carrying it around while you are trying to do stuff like run, jump or sneak it will cause you problems.
Lugging around a muletech will give you a -3 agility penalty unless it has anti-grav generators, in which case it will give you a -2 agility penalty.
Stealth checks will be made with an additional -3 penalty because of the bag's large size.
The muletech will add its AV to your own if you are wearing it as a backpack, but only on attacks from behind. It may also be useful to use it to jump onto grenades to absorb some damage if they are timed (most grenades explode on contact, but you never know).
Muletech Trainings
The Pack Mule training (Mind Unbound) will remove the agility penalty for carrying a muletech. The stealth penalty will remain.
The Pack Rat training (Machines of War) is unchanged and offers no benefit to the above penalties.
There is no training to remove the stealth penalty, but Liberty Black Stealth Bags are available.
Re: Equipment Load-Out System
Do medpacks/nanores packs count as 1 equipment slot?
Tansai Kay- Posts : 709
Join date : 2012-10-15
Re: Equipment Load-Out System
The IV medpack and IV brainjuice pack agents can wear do not count, but all additional medpacks do.Tansai Kay wrote:Do medpacks/nanores packs count as 1 equipment slot?
Re: Equipment Load-Out System
Additionally, do things that are strapped to the arm (in particular stealth fields and personal grapples) count?
Tansai Kay- Posts : 709
Join date : 2012-10-15
Re: Equipment Load-Out System
YesTansai Kay wrote:Additionally, do things that are strapped to the arm (in particular stealth fields and personal grapples) count?
Re: Equipment Load-Out System
How much of an agility penalty do the liberty black stealth bags cause?
HanJi- Posts : 1344
Join date : 2012-01-17
Age : 32
Location : Seoul
Re: Equipment Load-Out System
Stealth Bag entry on the WDN has been updated to work more sensibly with the current system.HanJi wrote:How much of an agility penalty do the liberty black stealth bags cause?
Re: Equipment Load-Out System
Do the Quantum Camera and Data Leech count towards the limit?
Wei Xu- Posts : 1228
Join date : 2012-01-17
Location : --Error--
Re: Equipment Load-Out System
Getting the body space cybernetic, crystal weave or otherwise, essentially gives you a 16th equipment slot, correct? [Also this makes internal weapons much more useful/helpful]
Cyrus Inkwell- Posts : 97
Join date : 2012-08-09
Age : 46
Location : Behind a not inconsiderable amount of paperwork
Re: Equipment Load-Out System
Theoretical question: Can one mix Light and Tactical weapons? i.e: can you take 2 light weapons and one tactical? or am I misreading things?
Parvati Comoros Sharma- Posts : 305
Join date : 2012-02-12
Age : 37
Re: Equipment Load-Out System
Also, is it possible to trade weapon space for extra item slots? (Ie carry only one tactical weapon and get 7 extra item slots)
HanJi- Posts : 1344
Join date : 2012-01-17
Age : 32
Location : Seoul
Re: Equipment Load-Out System
Speaking of weapons, there is the collapsible rocket launcher. When collapsed into a 45cm lump of metal, how many equipment slots is that?
Also how does the AMS Retaliator fit into this? When shoulder mounted that is.
And what does the Eroz freezethrower backpack take up ten equipment slots, or give an agil/stealth penalty? Since it is a storage medium itself.
Also how does the AMS Retaliator fit into this? When shoulder mounted that is.
And what does the Eroz freezethrower backpack take up ten equipment slots, or give an agil/stealth penalty? Since it is a storage medium itself.
Cyrus Inkwell- Posts : 97
Join date : 2012-08-09
Age : 46
Location : Behind a not inconsiderable amount of paperwork
Re: Equipment Load-Out System
Allow me to make some guestimations.
Are these all heavy weapons? If so, they count as heavy weapons.Cyrus wrote:
Speaking of weapons, there is the collapsible rocket launcher. When collapsed into a 45cm lump of metal, how many equipment slots is that?
Also how does the AMS Retaliator fit into this? When shoulder mounted that is.
And what does the Eroz freezethrower backpack take up ten equipment slots, or give an agil/stealth penalty? Since it is a storage medium itself.
Yes.Cyrus wrote:
Getting the body space cybernetic, crystal weave or otherwise, essentially gives you a 16th equipment slot, correct? [Also this makes internal weapons much more useful/helpful]
Yes. If the numbers add up, yes.Parvati wrote:
Theoretical question: Can one mix Light and Tactical weapons? i.e: can you take 2 light weapons and one tactical? or am I misreading things?
They are things, so yes, would be my guess. Maybe they only take up one.Xu wrote:
Do the Quantum Camera and Data Leech count towards the limit?
Marjorie- Posts : 370
Join date : 2012-08-08
Age : 58
Location : Finally Home
Re: Equipment Load-Out System
YesWei Xu wrote:Do the Quantum Camera and Data Leech count towards the limit?
Yes, enough space for a light weaponGetting the body space cybernetic, crystal weave or otherwise, essentially gives you a 16th equipment slot, correct? [Also this makes internal weapons much more useful/helpful]
Yes, mixing weapon types is fine.Theoretical question: Can one mix Light and Tactical weapons? i.e: can you take 2 light weapons and one tactical? or am I misreading things?
The folded launcher counts as a tactical weapon.Speaking of weapons, there is the collapsible rocket launcher. When collapsed into a 45cm lump of metal, how many equipment slots is that?
This counts as a heavy weapon under the equipment carrying rules.Also how does the AMS Retaliator fit into this? When shoulder mounted that is.
The backpack is included as part of the heavy weapon, so it doesn't cause any penalties by itself. However, it does prevent you from wearing a different backpack, such as a muletech. This could cause problems if you want to bring another heavy weapon along with you.And what does the Eroz freezethrower backpack take up ten equipment slots, or give an agil/stealth penalty? Since it is a storage medium itself.
I will say yes for now. The system needs a bit of testing, so it might change in the future.Also, is it possible to trade weapon space for extra item slots? (i.e. carry only one tactical weapon and get 7 extra item slots)
SosieTerrehaute- Posts : 2278
Join date : 2012-01-16
Age : 81
Location : Seoul Industrial Park
Re: Equipment Load-Out System
As weapon slots can be freely converted into free slots I fail to see how there is any point in actualy having defined weapons. Would'nt it be better to just have slots that can be filled with whatever you want. I would also recomend a heavy weapon be worth 12, tacticle 6 and light 4 to fix inconsistancies in the slotting.
Ace Nizky- Posts : 1335
Join date : 2012-03-06
Age : 39
Location : Not Vastaag
Re: Equipment Load-Out System
The weapon slots are unique because of the heavy weapon balancing issue described below and because agents will always carry weapons in missions, except in very rare situations. As you have all ready said above they are easy to interchange, so it is pretty much a non-issue.Ace Nizky wrote:As weapon slots can be freely converted into free slots I fail to see how there is any point in actually having defined weapons. Wouldn't it be better to just have slots that can be filled with whatever you want.
Likewise, the toolkit slot is unique so that an agent can always carry a toolkit with them without having to move too much equipment around in their load outs.
Heavy weapons are worth 10 slots to balance heavy weapons. Heavy weapon users need to be able to carry at least one other heavy weapon and some equipment with them so they can remain adaptable.Ace Nizky wrote:I would also recommend a heavy weapon be worth 12, tactical 6 and light 4 to fix inconsistencies in the slotting.
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