Cloaks, Trenchcoats, Longcoats
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- Diego
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Cloaks, Trenchcoats, Longcoats
I believe it would be rather interesting if cloaks, trenchcoats and longcoats had some function beyond looking nice--particularly, if they were able to conceal items held by those wearing them. It makes sense that someone holding a knife or bagh-nakh could conceal it beneath such clothing, though it would be hard to imagine a large shield being similarly concealed. So, perhaps, a weight limit could be implemented, so that only objects of a determined weight or less can be hidden within cloaks.
Furthermore, if the determined weight of a single item being concealed within a cloak were, for example, 50 grams, objects below or at 25 grams would be invisible, while objects between 26 and 50 grams could form "a small bulge in his fur cloak."
This could possibly present a strong bias towards these types of clothing over others, but most cloaks and coats are not very simply to manufacture, as a balancing factor.
While I realize this could be bothersome to program and incorporate, I believe it would introduce a new mechanic to the game, with possibly diverse, versatile effects.
Furthermore, if the determined weight of a single item being concealed within a cloak were, for example, 50 grams, objects below or at 25 grams would be invisible, while objects between 26 and 50 grams could form "a small bulge in his fur cloak."
This could possibly present a strong bias towards these types of clothing over others, but most cloaks and coats are not very simply to manufacture, as a balancing factor.
While I realize this could be bothersome to program and incorporate, I believe it would introduce a new mechanic to the game, with possibly diverse, versatile effects.
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The general topic of clothing functionality has been discussed between ProgD and RD numerous times in the past. I hope we get to see them come into being as soon as we can get to them. It is a significant amount of work, though, and will involve quite a few changes to the current setup.
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discussed, doesn't necessarily equal planned
But yes, functionality is a low priority on the to-do list. (Low-priority because there are easier things to be worked on first). I would like to see work rate increases for hemp work gloves; temperature effects for clothing when/if weather is added; protection values for bracers, suits of armor, helmets, etc; walking speed increases for shoes; yada yada yada
But yes, functionality is a low priority on the to-do list. (Low-priority because there are easier things to be worked on first). I would like to see work rate increases for hemp work gloves; temperature effects for clothing when/if weather is added; protection values for bracers, suits of armor, helmets, etc; walking speed increases for shoes; yada yada yada
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