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Full Version: Consumable items
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I know the inventory system isn't finished yet, but I'd like to offer some insight into useful items for the game.
First off, a single consumable item sounds good. It forces hard choices of equipment and it means that any single item should be a powerful/strategic choice. Generally it should hard to choose between items, even if they're situational they should all be good. I always lose track of crew equipment, so if that info could be displayed on the top screen character portrait (item + weapon) that'd be handy.
It'd probably be best for items to not be automatic and only be manually used by drafted crew. This goes into the idea for each individual item being useful. If multiple crew are chosen it can be hard to choose which item shows up on the menu. It may be best to make item use a personal command, pick crew, "use item", pick target sort of deal. I dunno.
Now without further ado, the items.

Vacuum items generally make life in the unforgiving void more safe. They are most effective in the void.
* IV kit- Can be used to directly feed someone in a space suit. Avoid starvation! May have medical uses as well. Just grab one from storage and go.
* Tool box- A deployable kit that creates a stockpile of 200-500 tools. Handy for a busy work site or building a new ship. Can be crafted directly from a tool station.
* Foam grenade- A fast expanding, non conductive, high R-factor, instant hardening foam that fills up the surrounding space. Designed to seal hull breaches when mining pods aren't handy, can smother out fires, and can even soak up a few bullets in a pinch. Unfortunately it is a damn mess to clean up. Warning, the fast acting agent can trap people inside! Don't leave home without it.
* Coma kit- A fast acting injector that slows metabolism and knocks someone out, dramatically reducing their damage from bleeding or low oxygen. Great for emergency rescue, but can be used aggressively to capture trouble makers as well. Foam them up first! They must be resurrected at a medical bed.
* Energy kit- A small portable generator, with a tiny directional range and 0 power node attachment. Generates 2000 energy at up to 2/s before burning out and dismantles into energy scrap. Can power a heater or life support in a pinch.
* Zip line- A deployable logistic system that carries items along its path. Used to speed up salvage operations by letting teams throw items down long 0G hallways. Actually this may not work as an item, it may work better from the build menu and costing only tools to make.

Atmosphere items generally make life in a comfy ship more hazardous. They may have reduced or no effect if there is no atmosphere around.
* Fragmentation grenade- Deals deadly damage, and may stun victims. Creates some smoke and CO2. No concussive force in vacuum, considerably reducing damage and negating stun.
* Incendiary grenade- Creates lots of fire, fire makes smoke and other problems. Understandably useless in a vacuum, merely makes a mess.
* Breaching kit- Cuts/Blasts a new hole in the thick hull of a ship. Great for assaulting with more than 4 marines. A ship without an atmosphere generally has enough holes to climb through.
Thanks for the ideas! =) We will look into items in the future and see if/how they would fit in it all, one of the stretch goals were Augmentation and Implants - Modify your crew members surgically and improve their capabilities. Take them beyond human limits! So that's going to be interesting.
It might be cool to lock consumables behind crew skill. So for example a coma kit may require level 2 medicine to equip and use, while IVs can be used by level 1 doctors. That gives more uniqueness to each crew, so they have things they're good and bad at and unique skills to go along with it.

If special abilities are locked behind skill levels, then the crew can use more generic items, but the items have abilities depending on skill level. Each generic item could have 3 potential skills attached to it, but a crew needs to be level 3 to have all the skills available. This will reduce inventory clutter while placing a high importance on crew skills. If the system works that way it might look like:
- Med kit: uses medical skill. Level 1 adrenaline, level 2 coma, level 3 field kit
- Explosive: Uses weapons skill. level 1 grenade, level 2 incendiary, level 3 breaching
- Tool kit: Uses industry skill. Level 1 deployable, level 2 foam grenade, level 3 hacking kit

- Adrenaline: Sleep another day! In every meaning of the phrase. A powerful boost of +50-80 energy today, but -50-80 energy tomorrow.
- hacking kit: Allows a crew member to hack a derelict shuttle, claiming it for your own. Probably not very useful because shuttles are currently very cheap to build and don't break down or anything. But it might be cool if there are extra shuttle types, with extra speed or cargo. They'd be worth stealing.