Utility Items in the belt slot

The place to request or suggest new ideas and features.
Post Reply
CarnageAce
Posts: 37
Joined: Wed Oct 26, 2016 11:26 am

Thu Nov 10, 2016 11:06 pm

The belt slot has been added but not used yet I assume it will be used for belts or items or maybe a gun :D may I suggest you increase its size from 2*2 to 3*2 and have items for it ranging in sizes 2*1, 1*2, 2*2, 3*1, 3*2 and allow more than one item to slot if they can fit.

here are some utility item ideas.

Lock Picks : bonus to lock picking +1 to +5

Shackle Key : open shackles on first go

Binoculars : bonus to perception +1 to +5

Proximity Alarm : wake up before attacked when sleeping

Gas Mask : immune to poison gas

Goggles : eye protection in sand storm

Swimming goggles : bonus to swim skill +2

Flippers : bonus to swim speed +1

Respirator : immune to drowning

Metal detector : bonus to prospecting +100 meter area searched

Torch : a light that moves with you while charged (would need to add charging station or batteries crafted at electrical station) would last a number of hours based on charge but would need the ability to be turned on and off.

Seasoning : increased cooking skill +10, limited to 100 uses ( or it could increase the nutrition value of food created by 10)

Cook Book : bonus to cooking +1 to +5

sleeping bag : reusable camp bed

Tent Parts : 2 or more people required to have to work. 2 parts for 3 sleepers, 4 parts for 6 sleepers, reusable

water bottle : slower nutrition use rate, 5% reduction in starvation speed

skinning knife : chance to gain extra skins from animals or gain skins from other animals, 5% chance for +1 skin

butchers knife : chance to get extra meat or meat from other animals, 5% chance for +1 meat

armour padding : reduce penalty to sneaking in armour -5%

rubber souls : bonus to sneaking in doors +5, immune to walking on electrical traps (not that they are in the game :lol: ...... yet :shock: )

customised footwear : bonus to athletics skill +3

Masters Tools : bonus to skill they are for : armour smith, weapon smith, cook, medical, robotics : +1 to +5

Training Manual : set a skill to 5 until natural skill is higher.

Expert Reference Manual : +1 to a skill while slotted, need skill 10 to use

Masters Reference Manual : +2 to a skill while slotted, need skill 25 to use

GPS : get co-ordinates of a location, set map markers and labels

Animal repellent : type of animal does not attack you, (or has decreased chance)

Animal attractor/lure : type of animal always attacks you, (or has increased chance)

Pheromones : trader of opposite sex gives you a discount or bonus on your trades with them, skeletons think you smell funny :? Hive think you smell tasty :!: . 5% bonus.

Fishing net : while in water swimming drag the net behind you, chance to catch raw fish would need to be cooked/dried to make into food. %5 chance every 50 meters

Disguise Kit : bonus to fooling people when wanted, they need to be closer to recognise you or a penalty to there perception to recognise you

Bounty Hunters License : bonus on bounties earned +10%

Assassins Knife or Garrotte : bonus to assassination skill +5

Laser Sight : bonus to ranged skill hit chance +5

Reflective Strips : can not be shot by friendly fire, enemy ranged get +5 bonus to hit you though.

Night Vision Googles : bonus to combat at night only +5 attack and defence skills

Lubrication Oil : bonus to skeleton speed +5 athletics and swimming

knuckle Dusters : bonus to Martial arts damage +1 to +5

Arm Guards : +10 bonus defence for martial arts only

Sauce Bottle : bonus to nutrition gained from food +1 nu every time you eat, limited to 50 uses per bottle can come in different flavours and sizes

Panic Button : chance to stun attacker, wakes near by sleeping people, alerts friendlies near by to danger

Exercise manual : sets athletics to 5 until natural skill higher, increases athletic experience gain by 5%

Weapons Expert Badge : +1 to +5 with weapon type, base skill range 10 to 45 to use

Weapons Cadet Badge : +5% experience gain with weapon type until natural skill reaches 10

Weapons Master Badge : +5% experience gain with weapon type must have 50 skill to use

Trust badge : bonus reputation with faction represented, negative reputation with that factions enemies : range 5 to 25

Hate Badge : negative reputation with faction represented : range 10 to 50

Medical Badge : heal extra points of damage on kit use +1 to +5, must have 10 medical to use

Doctors Badge : heal extra splinting points on kit use +1 to +5, must have 25 medical skill to use

Surgeons Badge : heal extra on both splinting and healing on kit use +1 to +5, must have 50 skill to use

Teddy Bear : increase healing rate while sleeping by 5%, when you smile you heal quicker :)

Rubbing Ointment : increase healing +1 point per 10 healed enough to heal 100 extra points
Last edited by CarnageAce on Fri Nov 18, 2016 8:39 pm, edited 1 time in total.

User avatar
Chompster
Posts: 223
Joined: Fri Jan 23, 2015 3:35 pm
Location: The Netherlands
Contact:

Sat Nov 12, 2016 9:17 am

Very clever idea! I Like it.

User avatar
Sol Lignum
Posts: 1085
Joined: Sun Sep 06, 2015 5:56 pm
Location: Mother Russia!
Contact:

Sat Nov 12, 2016 12:27 pm

Generally nice! Although i'd correct many things, as usual, but generally - yes, this slot could've get some extended uses besides planned handheld lanterns, after all major things are implemented and polished. I especially liked the idea of professional tools, like for smithing or lockpicking, being kept there. Neat. Brofist for Teddy bear 8-)

swillo
Posts: 1236
Joined: Tue May 12, 2015 2:00 pm

Tue Nov 15, 2016 9:23 pm

Yup would certainly allow you to customize your characters rolls in the party much more.
I like it.

Oselotti
Posts: 25
Joined: Tue May 31, 2016 8:15 am
Location: Finland

Fri Nov 18, 2016 2:30 pm

I like some of them like crafting tools, but not all like immunity or extra loot items but items for some use are cool. Some of them would work just fine in bag like lubrication oil. It could work just like food so not need special slot from belt and arm guards should have on arms, not on belt. Badges perhaps yes. Other people could see badge on your belt. That makes sense. We should think it's literally on characters belt and not in mystical trinket slot. Small medicine bag could also work but then it should be consumable and not trinket.

edit. Actually medicine works fine in bag.

CarnageAce
Posts: 37
Joined: Wed Oct 26, 2016 11:26 am

Fri Nov 18, 2016 5:51 pm

Oselotti I agree with some off the things you said, arm guards indeed should go in an arm slot but the game doesn't have a separate slot. A lot of the items would not go on a belt but in my idea the belt slot would become the utility item slot, and any utility would only work while slotted. the charged items would all work in the backpack like food but by putting them in the slot your making people decide which items are important to that character. I agree with the badge comment and the mystic trinket reference but there is only one slot available to use so I put my idea in it, Sol Lignum said that the belt slot is planed to be used for a lantern and nothing else at present. The fog mask already makes you immune to the negative effects of fog so saying a gas mask makes you immune to gas seems ok to, also at present you can wear a fog mask or helmet my idea would allow you to use head gear with a small gas mask for face, or goggles as well.
As for drowning you don't need to swim that often, and loading my back pack full of heavy stuff and carrying a person I haven't managed to drown yet so being immune to it doesn't currently seem to change things.
The ideas are what I thought of when I started this thread, was hoping people would suggest alterations/improvements to them and add some of there own ideas as well. The simplest way would be to just have skill bonus items but there could be a lot of interesting/fun stuff put in it as well like maybe a secret sauce for the uber food recipe, or the hand scanner from Aliens.

Oselotti
Posts: 25
Joined: Tue May 31, 2016 8:15 am
Location: Finland

Fri Nov 18, 2016 9:02 pm

I'm not complainig. Just thinking ideas in my head. I'll agree that some items could use separate slot. Also I hope separate face and neck slots but perhaps it's different topic. How about a telescope? Many times I tried to see just a little more far. So telescope could increase the radius how far you can get the camera from the character.

CarnageAce
Posts: 37
Joined: Wed Oct 26, 2016 11:26 am

Fri Nov 18, 2016 9:35 pm

Oselotti thinking ideas is what I want, the best ideas evolve out of multiple inputs. I didn't think you were complaining just pointing things out.
I like the telescope idea a number of times I have seen something just a bit further and wanted a closer look but things that wanted to eat me were in the way :) it could also be done with a drone, after all there are flying bots with the spiders so a player controlled reconnaissance drone isn't to much to ask with the control (or drone) going in the utility slot, after all current real world military have man portal drones.

Recon Drone : extended camera move range, have a camera that you can click on and move like the camera view, like looking to see what a character sees and the area around them.

Combat Drone : flying crossbow/harpoon automated acts as bodyguard to character carrying its base unit, not player controlled.

Medical Drone : flying drone that can use medical and repair kits, skill half of user carrying its control + 10, works like the medical button with one exception can heal its controller when they are unconscious using a skill of 10.

Chinsei
Posts: 263
Joined: Wed Jul 01, 2015 4:14 pm

Sat Nov 19, 2016 7:54 am

CarnageAce wrote:Oselotti thinking ideas is what I want, the best ideas evolve out of multiple inputs. I didn't think you were complaining just pointing things out.
I like the telescope idea a number of times I have seen something just a bit further and wanted a closer look but things that wanted to eat me were in the way :) it could also be done with a drone, after all there are flying bots with the spiders so a player controlled reconnaissance drone isn't to much to ask with the control (or drone) going in the utility slot, after all current real world military have man portal drones.

Recon Drone : extended camera move range, have a camera that you can click on and move like the camera view, like looking to see what a character sees and the area around them.

Combat Drone : flying crossbow/harpoon automated acts as bodyguard to character carrying its base unit, not player controlled.

Medical Drone : flying drone that can use medical and repair kits, skill half of user carrying its control + 10, works like the medical button with one exception can heal its controller when they are unconscious using a skill of 10.
um..i don't think there should be 'drones' persay..that the player controls.

or anything that increases stats without a reason.

while having a utility slot for tools might be nice. i don't think anything should give you say +10 Perception or +strength or anything like that.

i think it'd be better in more in touch with the spirit of Kenshi if the slot functioned more as just holding a consumable/usable item.

perhaps like a 'concealment' slot which you put lock picks into an depending on what your wearing , the enemies perception , an your bluff/stealth skill it might be found, or it might not. so you could hide a lock pick there. wait till you have a moment to unlock your shackles and escape, or a small dagger or concealed type of weapon. so as to help fight your way out.

this way we have ways to escape that are valid. but can also back fire if the enemy is highly perceptive.

i don't think you should magically be able to unlock shackles or cells unless you have a lock pick or the key to the cell/shackles. the keys could be kept on the guards that are guarding you, or if its a small outpost with only one or two guards. they might store it in a chest nearby.

and the items for the slot should match the weight of what its supposed to be.

Clothing an stuff having stat modifications is fine because it can make sense, clothes that are loose and allow freedom of movement can help you fight better than clothes that restrict you . head wear that limits your vision, Hats that help keep the sun out of your eyes , an so on.

but artificial boosts for like a re-breather seems a little out of place. and as someone said i don't think anything should grant you an immunity.

the items should be things that you can use .

CarnageAce
Posts: 37
Joined: Wed Oct 26, 2016 11:26 am

Sat Nov 19, 2016 9:06 am

Chinsei the medical drone wouldn't give you plus 10 it has half your skill + 10, so if you had 50 skill it would have 35 the penalty is for the remote use, if you are unconscious it only has 10 skill.
Combat drone would be controlled by the game like when you set one character to bodyguard another.
The recon drone is just like moving the camera around now but you could send it further.
I agree there shouldn't be +10 to strength or any stat in general, just the skills and then only +1 to +5 in general,
if the stat is effected directly then it should have limits for example only when spotting disguised people.
I gave +10 to cooking as charged item and it would only mean the food is made quicker I also said it could be an improvement to the food nutrition rating which would be better from a player point of view as food in game currently ranges from 15 to 125 I think, the best food I can make is 75 so even at 85 its lower than the best I have found.
These are just ideas and not all of them should make it, if any do then the people who know the mechanics behind the game should decide what they do and how to implement them I just did what I thought seemed balanced based on observations. Any idea needs to evolve to be truly useful.
Thanks for your comments it made me think about a few things :) always a good thing.

Oselotti
Posts: 25
Joined: Tue May 31, 2016 8:15 am
Location: Finland

Sat Nov 19, 2016 9:44 am

How about a "bread bag" like in WW1 and 2 ? It's very annoying when some character is making food and starving same time and when you try to give food he put's it to barrell. So if you give food in personal bread bag he never put that food away. It could stack a little. Perhaps 5 food max and maybe size of 2x3.

edit. I think drones are different topic. If they put player controlled drones in game they should go in to character slots like animals. Those flying robots I'm seen looks pretty big like size of metal spider or something.

CarnageAce
Posts: 37
Joined: Wed Oct 26, 2016 11:26 am

Sat Nov 19, 2016 9:57 am

Good idea but they fixed it. Your cook will now keep/get a food item when they need it. Sometimes they still put it all back but next time they keep one.

edit : yes drones would probably be better as pets but they would be rather limited compared to a full character.

Chinsei
Posts: 263
Joined: Wed Jul 01, 2015 4:14 pm

Sat Nov 19, 2016 6:45 pm

Oselotti wrote:How about a "bread bag" like in WW1 and 2 ? It's very annoying when some character is making food and starving same time and when you try to give food he put's it to barrell. So if you give food in personal bread bag he never put that food away. It could stack a little. Perhaps 5 food max and maybe size of 2x3.

edit. I think drones are different topic. If they put player controlled drones in game they should go in to character slots like animals. Those flying robots I'm seen looks pretty big like size of metal spider or something.

i would rather a way to allocate who gets what food .

like when i tell someone to make bread i can tell them who this bread is to feed, or what its to be used for a bit more directly.

perhaps the ability to label specific storage for specific characters usage only.

like only Fred can take food out of freds food basket. so no matter how much food is in the basket noone but fred will take it out. (excluding NPC thieves obviously.).

and whoevers working the food production will if not specified who gets it will put the food in the basket with the least amount of food/nu value in it. if the baskets are full he could auto deliver it to the appropriate shop counter.

this could be done with equipment as well.

CarnageAce
Posts: 37
Joined: Wed Oct 26, 2016 11:26 am

Sat Nov 19, 2016 11:11 pm

Chinsei wrote:
Oselotti wrote:How about a "bread bag" like in WW1 and 2 ? It's very annoying when some character is making food and starving same time and when you try to give food he put's it to barrel.
i would rather a way to allocate who gets what food .

like when i tell someone to make bread i can tell them who this bread is to feed, or what its to be used for a bit more directly.

perhaps the ability to label specific storage for specific characters usage only.

like only Fred can take food out of freds food basket. so no matter how much food is in the basket noone but fred will take it out. (excluding NPC thieves obviously.).
This is a little off topic unless the mechanism you talking about is a key/or keycode for a specific box that is carried in the utility slot.
Having said that its an interesting idea, but would you really need it as I tend to produce 1 or 2 different food items all the time with bread off course as another, its only when I buy food there's variation and that's only to give the trader more cash to buy the stuff I am carrying, and when I get home I have a separate food barrel to dump it in usually at the other end of the compound.

Chinsei
Posts: 263
Joined: Wed Jul 01, 2015 4:14 pm

Sun Nov 20, 2016 2:22 am

CarnageAce wrote:
Chinsei wrote:
Oselotti wrote:How about a "bread bag" like in WW1 and 2 ? It's very annoying when some character is making food and starving same time and when you try to give food he put's it to barrel.
i would rather a way to allocate who gets what food .

like when i tell someone to make bread i can tell them who this bread is to feed, or what its to be used for a bit more directly.

perhaps the ability to label specific storage for specific characters usage only.

like only Fred can take food out of freds food basket. so no matter how much food is in the basket noone but fred will take it out. (excluding NPC thieves obviously.).
This is a little off topic unless the mechanism you talking about is a key/or keycode for a specific box that is carried in the utility slot.
Having said that its an interesting idea, but would you really need it as I tend to produce 1 or 2 different food items all the time with bread off course as another, its only when I buy food there's variation and that's only to give the trader more cash to buy the stuff I am carrying, and when I get home I have a separate food barrel to dump it in usually at the other end of the compound.
its not off topic. given it was part of the evolution of conversation .

in which i was responding to a suggestion/comment oselotti made, this is how conversations an the "rolling over ideas" works. People suggest things, other people add on to or propose alternative methods for that idea to be implemented generally in a way they feel would be better.

CarnageAce
Posts: 37
Joined: Wed Oct 26, 2016 11:26 am

Sun Nov 20, 2016 2:51 am

Chinsei wrote: its not off topic. given it was part of the evolution of conversation .

in which i was responding to a suggestion/comment oselotti made, this is how conversations an the "rolling over ideas" works. People suggest things, other people add on to or propose alternative methods for that idea to be implemented generally in a way they feel would be better.
True It is part of the evolution of a conversation but this is about utility items in a utility slot not setting access restrictions to storage unless it includes a utility item like the key for the storage.
It is interesting and it could be discussed further but would need its own thread "Storage Use access control" or something worded better than that is. If someone was to create the thread I would defiantly have a read of it :)

If this was about the utility Item Key, then each chest/storage container could be given a number or identifier/label and keys could be made by a smith or at the electronics bench for high tech keys and given the same number/identifier, this could then be put in the utility slot and only characters with the correct key could open that storage.

Chinsei
Posts: 263
Joined: Wed Jul 01, 2015 4:14 pm

Sun Nov 20, 2016 9:02 am

CarnageAce wrote:
Chinsei wrote: its not off topic. given it was part of the evolution of conversation .

in which i was responding to a suggestion/comment oselotti made, this is how conversations an the "rolling over ideas" works. People suggest things, other people add on to or propose alternative methods for that idea to be implemented generally in a way they feel would be better.
True It is part of the evolution of a conversation but this is about utility items in a utility slot not setting access restrictions to storage unless it includes a utility item like the key for the storage.
It is interesting and it could be discussed further but would need its own thread "Storage Use access control" or something worded better than that is. If someone was to create the thread I would defiantly have a read of it :)

If this was about the utility Item Key, then each chest/storage container could be given a number or identifier/label and keys could be made by a smith or at the electronics bench for high tech keys and given the same number/identifier, this could then be put in the utility slot and only characters with the correct key could open that storage.
Yes , an Oselotti's suggestion , was for a bread bag an i subsquently offered a more desired preference. which would work the same as the utility item suggested only perhaps on a larger scale. So how about not derailing your own topic with this pointless tirade?

CarnageAce
Posts: 37
Joined: Wed Oct 26, 2016 11:26 am

Sun Nov 20, 2016 12:58 pm

Chinsei your missing the point, I like your idea its a good one but its about storage access not a utility item, it needs its own thread, its a BIG topic in its own wright and many people would be interested in it. As its your idea you should start the thread and I will read it with interest.
It would intersect with this thread as I mentioned with the key idea but its focus is access not the utility slot idea.

CarnageAce
Posts: 37
Joined: Wed Oct 26, 2016 11:26 am

Sun Nov 27, 2016 2:30 pm

Task List : a list of jobs to do in order, it would work like the current permanent jobs but each would be done in order with no attempt to optimise by doing jobs on the way. (it should stop the decision loop they sometimes get stuck in at present)

Post Reply
  • Information
  • Who is online

    Users browsing this forum: No registered users and 6 guests