Jump to content

Search the Community

Showing results for tags 'bags'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Text RPG
    • Общий раздел
    • General Discussion
  • Emissaries
    • Общий раздел
    • General Discussion
  • Russian speaking forum
    • Правила форума
    • Новости проекта
    • Игровой форум
    • Оружейный департамент
    • Разработчикам
    • Поддержка сайта и форума
    • Свободный раздел
  • English speaking forum
    • Forum rules
    • Project news
    • General game forum
    • Weapons department
    • For developers
    • Website and forum support
    • Off-topic
  • Deutschsprachiges Forum
    • Forumregeln
    • Projektnachrichten
    • Waffenabteilung
    • Allgemeines Spielforum
    • Off-Themen
  • Multilingual forum
    • Multilingual forum

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Found 4 results

  1. JakeThraxton

    New equipment slot ideas

    So, I just dreamed this up (literally), an idea for a new customizable bag area/system. Let me know what you all think. 1. The area is marked "waist bags" and could either be a standalone area, or something that covers some or all of the "pockets" slots. 2. Each selection would/should be for late game players, possibly locked by skill requirements (healing, endurance, etc.) 3. Each "type" of bag would have two levels, with the second level being an upgrade in size and/or utilization. 4. the majority of these bags would be lootable from defeated opponents With this in mind, bag types are: 1a. Quick draw holster; a holster that allows you to draw a pistol twice as quickly as switching weapons normally. allowing for a more dynamic counter than reloading a primary weapon. (also holds two 1x1 slots for magazines. This bag takes two 1x1 slots from the pockets slots. 1b. Large quickdraw; the upgraded version of the quick draw holster. This would allow a player to store a machine pistol (2x2 types, like the Kedr for example) that draws 40% faster than switching weapons normally. this Bag would take three 1X1 pocket slots, and would include two 1x1 slots for magazines. 2a. Bomber Bag; A 2x2 bag that holds grenades, covers two of the 1x1 pocket slots. 2b. Grenadier Bag; A 3x3 bag that holds grenades, covers three of the 1x1 pocket slots. 3a. Medic bag; A 2x2 bag that holds medical supplies. Healing items from this bag can be used via hotbar, and heal the player 25% faster. This bag takes one 1x1 pocket slots. 3b. Surgeon bag; A 4x3 bag that holds medical supplies. Healing items from this bag can be used via hotbar, and heal the player 40% faster. This bag takes three 1x1 pocket slots. 4a. Hidden pockets; A bag with three 1x1 slots. The bag can only carry money and jewelry. This bag acts like a pouch, allowing items within to be saved in the event of player death. This bag takes two 1x1 pocket slots. Cannot be looted from defeated players. 4b. Hidden bag; A bag with three 1x2 slots. This bag can carry anything that fits. This bag acts like a pouch, allowing items within to be saved in the event of player death. This bag takes four 1x1 pocket slots. Cannot be looted from defeated players. 5a. Gun bag; a 2x4 bag that carries weapons, attachments, and magazines. Loading weapons into and out of this bag takes time (2 seconds). This bag reduces mobility. The bag takes two 1x1 pocket slots. 5b. Gun case; a 2x7 bag that carries weapons, attachments, and magazines. Loading weapons into and out of this bag takes time (2 seconds). This bag reduces mobility. the bag takes four 1x1 pocket slots. 6a. Light leg armor; Armor that covers the upper, outer thigh with class 2 armor (durability 20). This armor reduces mobility. This armor takes two 1x1 pocket slots. 6b. Extended armor; Armor that covers the knees, thighs and groin with class 5 armor (durability 45). This armor reduces mobility considerably. this Armor takes four 1x1 pocket slots 7a. Scav flag; a marker worn to show allegiance to the scavs. this marks the player as a scav to scavs. this is rendered void if player shoots a scav. shooting a player with this flag will trigger scavs against the aggressor (ie if a player-scav shoots the player wearing the flag, scavs will aggress the player-scav). This flag takes two 1x1 pocket slots. 7b. Scav boss flag; a marker worn to show dominance to the scavs. this marks the player as a scav boss to scavs. up to two scavs (if nearby) will follow this player in their raid (terrain and other factors allowing). This is rendered void if player shoots a scav. shooting a player with this flag will trigger scavs against the aggressor (ie if a player-scav shoots the player wearing the flag, scavs will aggress the player-scav). This flag takes four 1x1 pocket slots. insight into this would be fantastic, let me know if there's any conflicts or ideas for this system. Best regards, Jake Thraxton.
  2. I didn;t think about how it will bags work and just hand it over mbss bag and all other bags and all the money and one full moded mpx was handed over to him.... Is there ways undo this task?
  3. UCFBaron88

    Access from Containers

    Is it planned in future update to allow the vendors and modding system to recognize money/gear which is stored in a container/bag in a players inventory? Currently, any rubles I place in a wallet is not accessible for use for insuring or at a vendor, unless I remove it from the wallet into my stash. Similarly, you cannot currently add a mod you own to a weapon if it is located in a container within the stash. It must be removed from the container and placed directly into the stash or onto the weapon. I think this would be a great improvement. Thanks,
  4. Getting an item out of a backpack is way too quick. A good game is about making tactical decisions that have a real effect on outcomes. It should take longer to put away to or retrieve an item from your backpack than just stuffing an item into a pocket or vest pouch. Alternatively, accessing the backpack should take a bit of time. Once the bag is opened the time to use or retrieve an item could take a normal amount of time to even be relatively quick and easy. You could even go so far as to have a full, stuffed-to-the-brim backpack take longer to use than a mostly empty one. In conclusion, using an item from pants pockets or vest pouches should be considerably faster than from a backpack.
×