Inventory Stations

Inventory Stations

Introduction

These provide methods of changing weapon loadouts and armour type.
Armour type changing is restricted to the base inventory stations only. Both base and deployable invs offer the ability for the player to change his loadout (armour restrictive of course, so for example the light can't have a mortar, heavy can't have a sniper rifle etc.).

Inside the base

Classes: All

Function: Players walk onto an activation area and have two options. First one is to access the inventory menu and pick and choose armour, weapons, loadouts. Second one is a quick access, which doesn't require directly accessing the menu, but quickly loading up based on user defined loadouts. Usually accessed with Shift+key - 12 stored configurations are allowed. Again weapon loadouts are limited by armour type.
The base inventory stations are more elaborate in design, and can accommodate two people at a time. Multiple inventory stations are allowed.

Entity (base inventory station)

This needs to have flow graph input, or override for power available, so as to link into power systems.
Also has 'health' and auto regenerating shields. As with other entities, the shields need to take a proper hammering, or sapped with the ELF gun before they give way.
Can be destroyed.
This should auto repair?

Deployable

Classes: All

Function: This can be picked up by a player from it's dock inside the base. It is then carried for deployment in the field. The total number of available deployable invs is limited at map design based on the number of docks put into the base.
Players walk onto an activation area and have two options. First one is to access the inventory menu and pick and choose weapons, loadouts. Second one is a quick access, which doesn't require directly accessing the menu, but quickly loading up based on user defined loadouts. Usually accessed with Shift+key - 12 stored configurations are allowed. Again weapon loadouts are limited by armour type. Armour type cannot be changed from the deployable.
The deployable inventory stations are fairly simple in design, and can accommodate only one person at a time.
Multiple inventory stations are allowed, but restricted to the number of base docks. Also have restrictive respawn time, so once destroyed they won't appear back in the base dock for 60 seconds (time to be confirmed).

Entity (base inventory station)

Not linked to power system (self powering).
Can be destroyed.
Respawns back into base dock as described above.

Team specific: Yes
Dropped deployable (on killed) becomes team neutral.

Form: Various - refer to concept art for details.

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