Inventory organizations and FO:3

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Which method of inventory organization would you most like to see implemented in FO:3?

An updated bag system, allowing you to use the items in combat w/o putting it in an item slot.
6
29%
Categorization, like in FO:T. Don't 'not vote' for this solely because of it's apearance in FO:T
12
57%
None. I like scrolling through inventories for hours at a time!
3
14%
 
Total votes: 21

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Killa-Killa
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Inventory organizations and FO:3

Post by Killa-Killa »

Wich of these would you like to see implemented in FO3?
EDIT: Follow the instructions for the second option. I don't want one of the only 2 good ideas from FOT going down the potty.
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Post by Megatron »

categorization thnx

I found it made more sense, and I couldn't understand the updated bag system option D::D::D
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Post by OnTheBounce »

I voted for an updated bag system, but I'd like to see it implemented differently than what you've envisioned.

You see, in FO/FO2 there were actually two stats that an item had that pertained to carrying/storing them. One was the weight, which figured against carry weight. The other was size, which figured against the capacity of containers. (The latter is why you can't endlessly stuff things into a bag, bookshelf, or the trunk/boot of the car.)

What I'd like to see is having the size figure into whether or not you can carry a given set of items. The bag would have a certain weight/size capacity and you could stuff things into it, and while the weight of those items would count against your carry weight, the size of those items wouldn't. It would make bags very handy for carrying all of those small items that you never use around, or even keeping the bulk of your ammo stored in it, while you keep a certain amount outside of it as your "basic load".

I do think the inventory system of the RPGs needs a major overhaul. I really don't like the "pocket dimension" of spending 4 APs to access your inventory and then being able to dawdle along, stim'ing yourself back from Death's Door, reloading any and all of your weapons, swapping to the one you want at the moment, then going about your business w/roughly half of your APs still remaining.

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Post by atoga »

Bags sounds good to me... I think Fallout can use more noncombat depth, and an inventory 'sub game' is one way to enhance this. Plus bags, sacks, carry-alls, et cetera are interesting... do I go on?

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Post by Killa-Killa »

atoga wrote:Bags sounds good to me... I think Fallout can use more noncombat depth, and an inventory 'sub game' is one way to enhance this. Plus bags, sacks, carry-alls, et cetera are interesting... do I go on?
Do go on about how an invo sub-game would be interesting or fun?
Though if bags are there I'd like to be able to label them somehow.
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DOGMEAT is God. Never dispute this!........ 2. Nobody is perfect
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Kashluk

Post by Kashluk »

Well, you could have a big nice belt and store small items (like grenades, stimpacks etc.) in the big bags hanging from it. That way you wouldn't need to search through your huge backpack in middle of a combat, but instead draw an extra "crowd-cleaner" from one of the bags on your belt and pull off the pin...
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Post by atoga »

Killa Killa Gangsta Blasta wrote:Though if bags are there I'd like to be able to label them somehow.
Yea it'd be neatos if you could rename stuff in your inventory WRITE THAT DOWN JE!

An inventory sub game could be interesting and fun. Talk about innovation.
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