Difference between revisions of "Talk:Inventory"

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== Inventory item pages ==
 
== Inventory item pages ==
 
Do we add single pages for each item in this table? This would make it easier to link to specific items, while also allowing more space for additional information about the items (that isn't presented in the in-game tooltips). [[User:Ividyon|Ividyon]] ([[User talk:Ividyon|talk]]) 23:01, 19 December 2013 (MST)
 
Do we add single pages for each item in this table? This would make it easier to link to specific items, while also allowing more space for additional information about the items (that isn't presented in the in-game tooltips). [[User:Ividyon|Ividyon]] ([[User talk:Ividyon|talk]]) 23:01, 19 December 2013 (MST)
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|-
 
|-
 
| align="center" | [[image:Alien_can_opener.jpg]]
 
| align="center" | [[image:Alien_can_opener.jpg]]
| align="center" style=white-space:nowrap | '''[[Alien Opener]]''' [[Image:Artefact.png|class=margin-small|link=Exploration|This item is an alien artifact gained from planet exploration.]]<br><small>[[Exploration]]</small>
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| align="center" style=white-space:nowrap | '''[[Alien Bottle Opener]]''' [[Image:Artefact.png|class=margin-small|link=Exploration|This item is an alien artifact gained from planet exploration.]]<br><small>[[Exploration]]</small>
 
| align="center" style=white-space:nowrap | <small>[[Image:Pa eng.png|class=margin-small|This item is breakable and can be repaired.]] '''Repair:''' 6%</small>
 
| align="center" style=white-space:nowrap | <small>[[Image:Pa eng.png|class=margin-small|This item is breakable and can be repaired.]] '''Repair:''' 6%</small>
 
| Increases success chance of repairs, item reinforcement, dismantling, and hull reinforcement by 50% of base chance without the opener.
 
| Increases success chance of repairs, item reinforcement, dismantling, and hull reinforcement by 50% of base chance without the opener.
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[[User:Ividyon|Ividyon]] ([[User talk:Ividyon|talk]]) 22:55, 6 January 2014 (MST)
 
[[User:Ividyon|Ividyon]] ([[User talk:Ividyon|talk]]) 22:55, 6 January 2014 (MST)
  
 +
==Categories?==
 +
Current categories
 +
*items that give passive effects (gear)
 +
** exploration
 +
* items that allow actions (tools)
 +
** weapons
 +
* passive effects when in a room (instruments)
 +
* components
 +
* miscellaneous
 +
* functional categories for consumables, blueprints and books.
 +
 +
With my updates, the organization would've based more on functional categories: Tools category for items that are actual tools or related to repairing things (Oscilloscope, protective gloves), combat related items (armor, sniper helmet, lenses) all in one category, items and containers related to cooking closer to food items, etc.
 +
For example, if you are looking for the wrench, you find it under gear, not under tools. But maybe the categories should be decided after the listed attributes are decided. [[User:perakp|perakp]] ([[User talk:perakp|talk]]) 19 January 2014
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 +
== Data Field Brainstorming ==
 
Also, a list of "data fields" that will be needed for each item:
 
Also, a list of "data fields" that will be needed for each item:
*Name
 
*Icon
 
*Origins (where & how many of the item can be found)
 
*Max Charges
 
*Artefact? (boolean)
 
*Heavy? (boolean)
 
*Destroyed by fire? (boolean)
 
*Repair chance (doubles as "can be broken")
 
*Dismantle chance
 
*Dismantle results (list of items received on dismantle)
 
*"Details" column for Inventory page (summary of item effects and attributes)
 
*In-game flavor text (for item pages)
 
*In-game list of effects (for item pages)
 
  
I think these are universal item stats. Weapons will need a couple bonus data fields:
+
* '''General''' (NOT OPTIONAL; all items have this)
 +
** Name
 +
** Icon
 +
** Origins (where & how many of the item can be found)
 +
** "Details" column for Inventory page (summary of item effects and attributes)
 +
** In-game flavor text (for item pages)
 +
** Consumed by fire? (boolean)
 +
** Examine text
  
* Base accuracy
+
* '''Limited''' (common properties items ''may'' have)
* Damage range
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** In-game list of effects (for item pages)
* Expedition strength
+
** Max Charges (doubles as "has charges"; adds item to "Items with Charges" category)
* Wounds column
+
** Starting Charges
 +
** Artefact? (boolean; adds item to "Artefacts" category)
 +
** Heavy? (boolean; adds item to "Heavy Objects" category)
 +
** Consumable effects (doubles as "can be consumed"; adds item to "Consumable" category)
  
 +
* '''Rare''' (few items ''may'' have this)
 +
** Stackable? (boolean)
 +
** Cannot be dropped? (boolean)
 +
** Cannot be hidden? (boolean; do these two go hand in hand?)
 +
** Personal? (boolean; invisible to others, like Walkie-Talkie etc.)
 +
** Used in blueprints (boolean)
 +
 +
* '''Maintenance''' (for repairable/breakable items)
 +
** Repair chance (doubles as "can be broken")
 +
** Dismantle chance (doubles as "can be dismantled")
 +
** Dismantle results (unnumbered list of items received on dismantle)
 +
** Reinforce chance (doubles as "can be reinforced")
 +
** Sabotage chance (doubles as "can be sabotaged")
 +
 +
* '''Weaponry''' (for weapons)
 +
** Damage (doubles as "is a weapon"; adds item to "Weapons" category)
 +
** Base accuracy
 +
** Expedition strength
 +
** Wounds column
 +
** Critical Hit
 
All other information, I believe, is too special to have its own columns/data fields/visual representation and should be mentioned in the "details" column as well as, more deeply, on the item page. If only Oxygen, Fuel and Cameras cannot be dropped, we don't need icons on '''every item''' saying how these items are droppable, right? etc.
 
All other information, I believe, is too special to have its own columns/data fields/visual representation and should be mentioned in the "details" column as well as, more deeply, on the item page. If only Oxygen, Fuel and Cameras cannot be dropped, we don't need icons on '''every item''' saying how these items are droppable, right? etc.
  
[[User:Ividyon|Ividyon]] ([[User talk:Ividyon|talk]]) 22:55, 6 January 2014 (MST)
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[[Image:Kuanti.png|link=User:Ividyon|Designer]] [[User:Ividyon|<span style="color:#d47c2b; font-weight: bold; text-shadow: 1px 1px 0px #000;">ividyon</span>]] ([[User talk:Ividyon|talk]]) 22:55, 6 January 2014 (MST)
 +
 
 +
:Added a few entries to the variables needed (in italics until ivi reviews)
 +
:A '''lot''' of this information doesn't need to go into the main inventory page and can just be in the item page itself, imo. Otherwise I think the inventory page is going to get VERY cluttered, VERY fast. [[User:Spacekadt|Spacekadt]] ([[User talk:Spacekadt|talk]]) 00:37, 13 January 2014 (MST)
 +
 
 +
 
 +
== Removing the dust ==
 +
 
 +
This page is one of the most useful, but it's not so convenient to look into... I can see several things to do:
 +
* Cut down in the fruits and drugs part, and give them their own articles.
 +
* Move Mage books into the miscellaneous section
 +
* Altogether remove the description of each section cluttering the top of the page. It's not so useful since the group names are rather explicit already, I don't think anyone read this. We can move each description line to the top of each subsection, that should really be enough.
 +
* Maybe move the first section, "Properties" either to the end of the page or completely to a different page
 +
I can do all this, but since it's rather big I want to be sure no-one has better ideas before starting (and anyway I'm on the equipment and character tip pages right now ^^) [[User:Edfel|Edfel]] ([[User talk:Edfel|talk]]) 16:15, 5 July 2014 (MDT)
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 +
== Oxygen Capsule ==
 +
 
 +
Should we move the Oxygen Capsule to "Gear"?Since it gives a passive effect when held.Or should we leave it on "Miscellaneous" with the Fuel Capsule? --[[User:CptArgentina|CptArgentina]] ([[User talk:CptArgentina|talk]]) 09:16, 28 June 2015 (MDT)

Latest revision as of 15:16, 28 June 2015


Inventory item pages

Do we add single pages for each item in this table? This would make it easier to link to specific items, while also allowing more space for additional information about the items (that isn't presented in the in-game tooltips). Ividyon (talk) 23:01, 19 December 2013 (MST)

It's been a goal of mine to do that, it's just been low priority. Spacekadt (talk)

It would be good to also note which items burn up in fire (soap, plants), and which ones get damaged (Hacker kit, scooter, etc) Delzoup (talk) 08:45, 24 December 2013 (MST)


Possible new format:

Image Name
Origin
Attributes Details
Alien can opener.jpg Alien Opener
Exploration
Pa eng.pngRepair: 6% Increases success chance of repairs, item reinforcement, dismantling, and hull reinforcement by 50% of base chance without the opener.
Antigrav scooter.jpg Anti-Grav Scooter
1 x Daedalus
Starts with 2 Charge.png
Max 8 Charge.png
Pa eng.pngRepair: 6%
Adds 2 extra Pa slot2.png during Pa slot1.png to Pa slot2.png conversions. Does not stack with the Sprinter skill.
Microwave.jpg Microwave
1 x Refectory
Starts broken
Heavy
Pa eng.pngRepair: 6%
Bin.pngDismantle: 6%
2x Icon Scrap Metal
Starts broken. Allows cooking of standard rations for free. Chance to break the comms link to Sol.
Tree pot.jpg HydroPot
2 x Storage
3 x Hydroponic Garden
Fire.pngPerishable Fruit can be planted in these to develop the garden. See Gardening.
More hydropots can be obtained via the NERON project Additional HydroPots and Ian's skill Green Thumb.

...or...

Image Name
Origin
Attributes Details
Alien can opener.jpg Alien Opener
Exploration
Pa eng.png: 6% Increases success chance of repairs, item reinforcement, dismantling, and hull reinforcement by 50% of base chance without the opener.
Antigrav scooter.jpg Anti-Grav Scooter
1 x Daedalus
Starts with 2 Charge.png
Max 8 Charge.png
Pa eng.png: 6%
Adds 2 extra Pa slot2.png during Pa slot1.png to Pa slot2.png conversions. Does not stack with the Sprinter skill.
Microwave.jpg Microwave
1 x Refectory
Starts broken
Heavy
Pa eng.png: 6%
Bin.png: 6%
2x Icon Scrap Metal
Starts broken. Allows cooking of standard rations for free. Chance to break the comms link to Sol.
Tree pot.jpg HydroPot
2 x Storage
3 x Hydroponic Garden
Fire.png Fruit can be planted in these to develop the garden. See Gardening.
More hydropots can be obtained via the NERON project Additional HydroPots and Ian's skill Green Thumb.


Sagittaeri (talk) 21:35, 6 January 2014 (MST)

ividyon's take:

Item Maintenance Summary
Alien can opener.jpg Alien Bottle Opener This item is an alien artifact gained from planet exploration.
Exploration
This item is breakable and can be repaired. Repair: 6% Increases success chance of repairs, item reinforcement, dismantling, and hull reinforcement by 50% of base chance without the opener.
Antigrav scooter.jpg Anti-Grav Scooter 8This is the maximum amount of charges this item can hold.
1 x Daedalus
This item is breakable and can be repaired. Repair: 6% Starts with 2Charges. Adds 2 extra Pa slot2.png during Pa slot1.png to Pa slot2.png conversions. Does not stack with the Sprinter skill.
Microwave.jpg Microwave This item is heavy and has a performance impact on characters.
1 x Refectory
This item is breakable and can be repaired. Repair: 6%
This icon can be dismantled by Technicians.Dismantle: 6%
2x Icon Scrap Metal
Starts broken. Allows cooking of standard rations for free. Chance to break the comms link to Sol.
Tree pot.jpg HydroPot This item can be destroyed in fires.
2 x Storage
3 x Hydroponic Garden
Fruit can be planted in these to develop the garden. See Gardening.
More hydropots can be obtained via the NERON project Additional HydroPots and Ian's skill Green Thumb.

Ividyon (talk) 22:55, 6 January 2014 (MST)

Categories?

Current categories

  • items that give passive effects (gear)
    • exploration
  • items that allow actions (tools)
    • weapons
  • passive effects when in a room (instruments)
  • components
  • miscellaneous
  • functional categories for consumables, blueprints and books.

With my updates, the organization would've based more on functional categories: Tools category for items that are actual tools or related to repairing things (Oscilloscope, protective gloves), combat related items (armor, sniper helmet, lenses) all in one category, items and containers related to cooking closer to food items, etc. For example, if you are looking for the wrench, you find it under gear, not under tools. But maybe the categories should be decided after the listed attributes are decided. perakp (talk) 19 January 2014

Data Field Brainstorming

Also, a list of "data fields" that will be needed for each item:

  • General (NOT OPTIONAL; all items have this)
    • Name
    • Icon
    • Origins (where & how many of the item can be found)
    • "Details" column for Inventory page (summary of item effects and attributes)
    • In-game flavor text (for item pages)
    • Consumed by fire? (boolean)
    • Examine text
  • Limited (common properties items may have)
    • In-game list of effects (for item pages)
    • Max Charges (doubles as "has charges"; adds item to "Items with Charges" category)
    • Starting Charges
    • Artefact? (boolean; adds item to "Artefacts" category)
    • Heavy? (boolean; adds item to "Heavy Objects" category)
    • Consumable effects (doubles as "can be consumed"; adds item to "Consumable" category)
  • Rare (few items may have this)
    • Stackable? (boolean)
    • Cannot be dropped? (boolean)
    • Cannot be hidden? (boolean; do these two go hand in hand?)
    • Personal? (boolean; invisible to others, like Walkie-Talkie etc.)
    • Used in blueprints (boolean)
  • Maintenance (for repairable/breakable items)
    • Repair chance (doubles as "can be broken")
    • Dismantle chance (doubles as "can be dismantled")
    • Dismantle results (unnumbered list of items received on dismantle)
    • Reinforce chance (doubles as "can be reinforced")
    • Sabotage chance (doubles as "can be sabotaged")
  • Weaponry (for weapons)
    • Damage (doubles as "is a weapon"; adds item to "Weapons" category)
    • Base accuracy
    • Expedition strength
    • Wounds column
    • Critical Hit

All other information, I believe, is too special to have its own columns/data fields/visual representation and should be mentioned in the "details" column as well as, more deeply, on the item page. If only Oxygen, Fuel and Cameras cannot be dropped, we don't need icons on every item saying how these items are droppable, right? etc.

Designer ividyon (talk) 22:55, 6 January 2014 (MST)

Added a few entries to the variables needed (in italics until ivi reviews)
A lot of this information doesn't need to go into the main inventory page and can just be in the item page itself, imo. Otherwise I think the inventory page is going to get VERY cluttered, VERY fast. Spacekadt (talk) 00:37, 13 January 2014 (MST)


Removing the dust

This page is one of the most useful, but it's not so convenient to look into... I can see several things to do:

  • Cut down in the fruits and drugs part, and give them their own articles.
  • Move Mage books into the miscellaneous section
  • Altogether remove the description of each section cluttering the top of the page. It's not so useful since the group names are rather explicit already, I don't think anyone read this. We can move each description line to the top of each subsection, that should really be enough.
  • Maybe move the first section, "Properties" either to the end of the page or completely to a different page

I can do all this, but since it's rather big I want to be sure no-one has better ideas before starting (and anyway I'm on the equipment and character tip pages right now ^^) Edfel (talk) 16:15, 5 July 2014 (MDT)

Oxygen Capsule

Should we move the Oxygen Capsule to "Gear"?Since it gives a passive effect when held.Or should we leave it on "Miscellaneous" with the Fuel Capsule? --CptArgentina (talk) 09:16, 28 June 2015 (MDT)