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Ped Equipment Suggestions
*sam*
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I plan to soon implement a system for arbitrary types of small equipment to be used by peds. Please post your ideas here, along with suggestions for their implementation rules.

Stuff like: flak jackets, helmets, medikits, mechanic's toolboxes, camping/survival equipment, food, binoculors, hand-deployed mines.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay20130,1,0

Posted May 10, 2009, 11:20 am
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Spikemats would be cool. Or just droppable spikes that could be handled the same way as for cars.
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vet

Posted May 11, 2009, 7:33 pm
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Binoculars - allows the placement of flag with a distance figure, can be used in a vehicle by an unassigned gunner going under 30 mph

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vet marshal wv community

Posted May 11, 2009, 7:40 pm
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I don't know if it is exactly "ped" equipment, but I'd love to see trained animals (dogs, mutant rats, klingons) that you could have in the car that'd help detect/fight off the wilderness.

Plus you could eat it in a pinch.
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vet wv

Posted May 11, 2009, 8:03 pm
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perhaps we could allow for limited non weapon bulk the ped can carry, or will there be a set bulk and for all ped equipment weapons and extras?

would be good if plenty of these items were available at markets so a those with hero points dont buy em all up and all players can buy them without worring about markup on player markets.
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vet paintball wv

Posted May 11, 2009, 8:21 pm
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The amount of weight that a ped can carry should vary by their Strength. I suggest something like (square root of Strength) x 10. A Strength 25 ganger could carry 50 lbs. A Strength 81 ganger could carry 90 lbs. etc.

The bulk that a ped can carry should be relative constant. It doesn't really matter how strong you are or how light the object. A large awkwardly shaped objects uses up your bulk carrying capacity. Don't believe it. Think about carrying a suitcase with 20 lbs of sand. Now think about how big a box it would take to hold 20 lbs of styrofoam packing peanuts.

Backpacks and/or equipment harness increase your bulk carrying capacity by slinging some of the bulk out of interference with your arms/legs/vision/etc.

Armor is bulky if carried but not so bulky if worn.

I'll let somebody else figure out the relative bulks of the following items depending on whether the item is cargo, carried in a backpack, or considered part of a ped's standard load.


Personal Armor: Non-ablative.

Helmet: 3 lbs. Absorbs 1 point of damage for head hits.

Flak Jacket: 6 lbs. Absorbs 1 point of damage for torso hits

Body Armor: 12 lbs. Absorbs 1 point of damage for a hit anywhere on the body including the head.


Medical Equipment: The more skilled a medic is to start, the more advantage medical supplies provide. A surgeon with a pocket knife, a bottle of whiskey, and some bandages is better than a know-nothing with a full surgical suite.

FA kit: 3 lbs. Boosts the FA skill of the user by 30%. For example: A ganger with FA 50 would perform as if they were FA 65.

Doctor's Bag: 9 lbs. Boosts the FA skill of the user by 50%.



Mechanic's toolboxes: By default, all cars must have some minimal tools. How else to we manage looting now? A more elaborate mechanic tool box would allow for more flexibility in what could be done in the field.

Mechanic Kit: 12 lbs. Allows a mechanic to pull weapons from cars with badly damaged engines rather than having to drive a 5% engine back just to recover an intact weapon. Also, improves the Jury-Rigging result maybe by some bonus similar to what was suggested for FA?

Armor Kit: 25 lbs. Allows a mechanic to pull armor plate (scrap metal) off a junk loot car and field patch armor on a keeper. Add 3 points of armor (subject to max armor limits) to one side of a vehicle.


Camping/survival equipment, food, water: Assumes that Footsquads will have to start carrying supplies?

Survival Pack: 15 lbs. Two days supply of water and food plus miscellaneous suvival items. Halves the amont of radiation poison picked up from being in the wilderness.


Binoculors: Provide some small boost to scouting skill similar to how a medikit boosts FA.
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vet wv

Posted May 11, 2009, 8:45 pm Last edited May 11, 2009, 10:00 pm by TKWPrime
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Just put TKW in charge of this I like everything he says on this topic.
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vet northernsummer deathrce1 raceL1 deathrceL1 ww ped1 sssc paintball semiprocombat ped2 e2g gwextrav gwped combat1 paintladder elmsautumn gateautumn wv race1 combatL1 pvp1 pvp5 pvp4 zom pvp3 circuit1 pvp2 circuit2 circuit3 ss2fl67 slay2013 storm2013 geek101,66,23

Posted May 11, 2009, 9:57 pm
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TKWPrime said:

Mechanic Kit:  12 lbs.  Allows a mechanic to pull weapons from cars with badly damaged engines rather than having to drive a 5% engine back just to recover an intact weapon.  Also, improves the Jury-Rigging result maybe by some bonus similar to what was suggested for FA?

Armor Kit:  25 lbs.  Allows a mechanic to pull armor plate (scrap metal) off a junk loot car and field patch armor on a keeper.  Add 3 points of armor (subject to max armor limits) to one side of a vehicle.


would add that it would extend the return arrival time, to use sparingly when scouting with others

also instead of the armor kit, how about using scrap metal in conjunction with the Mechanic kit.... or is that too complicated? (needing to bring scrap metal on travels eating precious bulk space)

And I like all your ideas, they sound legit and would add a lot to game play
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vet marshal wv pvp3 zom circuit2 pvp1 cont0,1,0

Posted May 11, 2009, 11:31 pm
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Emergency flares/kit/radio - may have a small chance of bumping into traders and getting a ride home after a failed scout.

Sunscreen!

Bribe Coupon - chance for positive rep groups to truce pirates. More effective when the group is healthy.

Peace Voucher - chance for negative rep groups to truce traders. More effective when the group is injured.
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vet

Posted May 12, 2009, 8:55 pm
*sam*
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Quote:
Emergency flares/kit/radio - may have a small chance of bumping into traders and getting a ride home after a failed scout.


Or of being gunned down by a gang of pirates masquerading as traders?  :rolleyes:
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay20130,1,0

Posted May 12, 2009, 8:58 pm
Jaguar
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*sam* said:
Quote:
Emergency flares/kit/radio - may have a small chance of bumping into traders and getting a ride home after a failed scout.


Or of being gunned down by a gang of pirates masquerading as traders?  :rolleyes:


Well yes, there must be a risk for the benefit. :) More generalized, it would increase the chances of a return encounter but allow for the possibility of a friendly one.
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vet

Posted May 12, 2009, 9:06 pm
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For Sam and the Rules Council Consideration, I have refined some of my original ideas.  So, here goes.

With additional equipment and the possibility of having to carry survival supplies in Footsquads, I propose the following weight and bulk carrying rules.

Weight Carry Capacity equals (square root of Strength) x 10, round results off.  A Strength 25 ganger could carry 50 lbs.  A Strength 81 ganger could carry 90 lbs. etc.

While a ganger might be able to lift and move more than this amount of weight (turning a car over for example), they can not carry more than this for any significant distance.  Backpacks and similar items might increase the bulk a character can carry but these items do not increase weight capacity.

Bigger people can carry more bulk just because they have larger hands, longer arms, etc.  However, this does not scale up very quickly.

Base Bulk Carry Capacity equals (square root of Weight Carry Capacity), round results off.  Thus a character with 55 strength could carry up to 74 pounds with up to 9 bulk.

Base Bulk Carry Capacity assumes the ganger is sticking a few items in their pockets and carrying the rest in their hands.  Rifles (shotguns, SMG) are slung over the shoulder by a carry strap which still uses up some of the Base Bulk Capacity.


New Ped Equipment: 

Tactical Equipment Harness:  Provides pockets, holsters, and attachment points for equipment.  The harness weighs 2 lbs and adds +5 to Base Bulk carry Capacity.  Base Bulk items and items on a Tactical Harness are immediately available during Combat.

Back Pack:  Weighs 5 lbs and provides +20 bulk capacity.  Disadvantage, adding or removing items from the Back Pack is a multiple turn long duration action like reloading.


Armor adds some bulk because wearing armor constricts your movements somewhat.  This is most easily represented as added bulk.

Personal Armor:  Non-ablative.

Helmet:  3 lbs., 1 bulk.  Absorbs 1 point of damage for head hits.

Flak Jacket: 6 lbs., 1 bulk.  Absorbs 1 point of damage for torso hits

Body Armor: 12 lbs., 2 bulk.  Absorbs 1 point of damage for a hit anywhere on the body except head (helmet is seperate).


Medical Equipment: 

FA kit: 3 lbs., 1 bulk.  Boosts the FA skill of the user by 30%.  For example:  A ganger with FA 50 would perform as if they were FA 65.

Doctor's Bag: 9 lbs., 2 bulk.  Boosts the FA skill of the user by 50%.  Also includes drugs and anti-venom to treat radiation sickness, insect stings, etc, during Footsquad travel.


Mechanic's toolboxes: 

Mechanic Kit:  12 lbs., 4 bulk.  Improves mechanic skill roll for Jury Rigging and/or Salvaging.  Lowers chance of damaging weapons while removing them.  Allows a mechanic with Salvager Specialism to choose which weapons to pull from cars.  (Lack a driver?  Dismount weapons and carry as cargo for example.)


Armor Kit:  12 lbs., 4 bulk.  Adds some hammers, punches, and miscellaneous tools to the basic Mechanic Kit. Allows a mechanic to pull armor plate (scrap metal) off a junk loot car and field patch armor on a keeper.  Add 3 points of armor (subject to max armor limits) to one side of a vehicle.


Camping/survival equipment, food, water:  Reduces radiation poisoning during Footsquad travel by providing safe water and food.  Note:  The seriousness of radiation poisoning should be increased.  Current rules apparently assume gangers are carrying some supplies.

Canteen:  4 lbs, 1 bulk.  1 day supply of water for 1 ganger.  Prehaps add a dehydration damage for characters without adequate water?
Survival Pack:  10 lbs., 2 bulk.  Two days supply of food plus miscellaneous suvival items.  Halves the amont of radiation poison picked up in the wilderness.


Binoculors:  3 lbs, 1 bulk.  Provide some small boost to scouting skill similar to how a medikit boosts FA.

Artillary Spotter Binocs:  6 lbs, 2 bulk.  These large and powerful binoculars give a much larger boost to scouting skill similar to how a Doctor's bag boosts FA.
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vet wv

Posted May 13, 2009, 4:48 pm Last edited May 13, 2009, 4:53 pm by TKWPrime
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Swords Sam, Swords!
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vet combatL1 ped1 paintladder semiprocombat ped2 wv pvp4 pvp1 gwped paintball pvp3 pvp5 slay2013 marshal

Posted May 14, 2009, 3:19 pm
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I like the idea of personal equipment boosting skills and I would expect the mechanics would be relatively simple to implement.

Those things that allow a whole new area of game play (like the portabale machnic shops that would allow you to repair armour etc) would be harder to implement and not as good a return on the time invested. If you think that the pirates that you were attacking might have freinds not too far away, do you really want to be making significant modifications to your vehicles.

Peds could do with a LAW to really threaten cars ;)
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vet wv raceL1

Posted May 16, 2009, 9:05 am
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did some one say moltov ####tails allready?
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vet marshal wv pvp3 zom circuit2 pvp1 cont0,1,0

Posted May 16, 2009, 10:56 am
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It would be neat if the peds could use their equipment while in the car as well as on foot. Sure, throwing a grenade or molotov or tryig to shoot a rifle in a car is probably really inaccurate but might be better than some passengers not doing something.
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vet

Posted May 17, 2009, 7:50 pm
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Longo said:
Swords Sam, Swords!



CHAINSAWS!!!

for those pesky trees, cacti and pirate skulls that always get in your way.
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vet wv

Posted May 24, 2009, 4:43 pm Last edited May 24, 2009, 4:45 pm by putriddead
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Jaguar said:
It would be neat if the peds could use their equipment while in the car as well as on foot. Sure, throwing a grenade or molotov or tryig to shoot a rifle in a car is probably really inaccurate but might be better than some passengers not doing something.


Yes, this goes well in line with Darkwind's venerable predecessor... I think it all comes down to in-canon specifics and anal details: you don't wanna open the window of yer car in a firefight. So, there has to be a way to fire out of the car without exposing the interior.

I actually discussed this with Rhalp the other day, in relation to Car Wars, and the possibility for extra character to fire their hand weapons out of the windows of the Car Wars vehicles. Many of the car models in Darkwind seem to have thick but perforated armour, with hundreds of little holes all over the windshield and side windows. Could a pedestrian conceivable fire out of those holes (provided there's no glass behind the armour), with some kind of reasonable accuracy?
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vet marshal wv

Posted May 24, 2009, 5:05 pm
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The more heavily armored cars also seem to have slits in the armor that serve the same purpose - vision slots. Early tank crews would communicate by releasing carrier pigeons their their vision lots. As far as DW is concerned, these could probably be used to stick the muzzle of a gun or force a small handheld grenade out. Some vehicles (probably the lighter ones) might have purpose built panels for this sort of thing. The buggy, conversely, might be exposed enough that it's a moot point.

Of course, in considering all this, it behooves me consider if having a ped interact with things outside the vehicle would really be worthwhile. I could see them doing internal things like making repairs, reloading, etc , but what advantages would it give for a ped to expose themselves and the vehicle?

Certainly any weapon or system a ped could deploy could be duplicated on the car itself. An advantage might be a space saving - instead of installing a vehicular shotgun, a ped might simply stick the barrel of a shotgun out of a window (or whatever) and fire at a nearby vehicle or ped. Less effective perhaps but may be a more optimal solution in some cases. However, perhaps not useful enough to really turn it into a game system.

Another situation would be the ped doing something that the car itself could not duplicate or do. Perhaps looking at a tank crew might offer some ideas. Tank crews (well, an M1 Abrams anyway though certainly there will be similarities across all modern tank crews) have a four man crew. A driver, a commander, a gunner, and a loader. We already incorporate the driver and gunner positions and the loader position is perhaps a little -too- specialized considering the somewhat more abstracted nature of DW. The commander position perhaps fits more with a different thread about peds doing things, though still applicable.

One thought might be an exchange of goods or information with other nearby vehicles. Two cars parked next to each other - one has had it's ammo destroyed. The other might be allowed to exchange a load of ammo (if of the appropriate type).

Another would be something like tossing out damaged components like burning ammo out the window; risking exposing some of the armor to getting rid of an explosive danger.
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vet

Posted May 24, 2009, 9:30 pm
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Jaguar said:
The more heavily armored cars also seem to have slits in the armor that serve the same purpose - vision slots.


I don't think you can actually base what the occupants can do on what the vehicle looks like in the game, unfortunately.

The cars we see can be, as far as I know, skinned in virtually any manner imaginable.  So, if somebody makes a skin that shows a big hole in the roof, it doesn't mean the model has a hole there available for characters to pop out of.

There's a suggestion floating around that goes something like:

If a vehicle has an unused weapon slot it can be used by the occupants for firing ped weapons.
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vet wv community

Posted May 25, 2009, 12:09 am
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