04-21-2021, 04:22 PM
Outside of situations involving combat (or general antagonistic activity) and environmental danger I definitely agree this adds delay that would previously not be there. It goes to whether or not you might want to play with don/doffing rules in a table-top setting, but unfortunately there isn’t a good means to handwave the mechanic when it isn’t applicable. The danger of being ambushed when resting is completely different if you have to weigh if you would wake up fully equipped at the cost of reduced benefits of said rest. Some people hate it and want to focus on the adventure while others want to wrestle with those kinds of choices.
Limiting the actionbar to only equipment that has movespeed reductions feels rather arbitrary, it matches my second goal and negates the third.
Don/Doff would slow down the ability for players to immediately gain the benefits of various equipment depending on the circumstance. For environmental dangers fire/space/gas there would be a minimum duration where a player is exposed without removing themselves from the area (if that is even possible). For combat situations the player is forced to commit to changing gear as their response with there being opportunity for the action to be interrupted by the attacker. Overall these changes mechanically favors the aggressor being able to choose an opportune time to strike.
EVA Gear is 3 pieces of worn gear, and one held. 8 interactions. That is the same as shoving 4 things in your backpack. I guess I just don’t quite understand your argument with respect to other actions.
Waiting for feedback that an action has been performed isn’t always as satisfying but I feel it can make the fruit taste that much sweeter. But I do have a bias towards games with animation priority.
Limiting the actionbar to only equipment that has movespeed reductions feels rather arbitrary, it matches my second goal and negates the third.
Don/Doff would slow down the ability for players to immediately gain the benefits of various equipment depending on the circumstance. For environmental dangers fire/space/gas there would be a minimum duration where a player is exposed without removing themselves from the area (if that is even possible). For combat situations the player is forced to commit to changing gear as their response with there being opportunity for the action to be interrupted by the attacker. Overall these changes mechanically favors the aggressor being able to choose an opportune time to strike.
EVA Gear is 3 pieces of worn gear, and one held. 8 interactions. That is the same as shoving 4 things in your backpack. I guess I just don’t quite understand your argument with respect to other actions.
Waiting for feedback that an action has been performed isn’t always as satisfying but I feel it can make the fruit taste that much sweeter. But I do have a bias towards games with animation priority.