While I can see the appeal of an auto equip I hope that it wont make much sense for PS2. In (earlier?) FF games new equipment only increased a single core number per equipment class, everything else was just a bonus. Our goal is to have more meaning in the choice of your gear then just take whatever does the most damage. Of course I can still write a function for that, it's not too hard. It won't be that optimized though.
The inventory will definitely get a sort function, maybe a filter as well. Depends on the number and kind of items in the game.
My current plan is to restrict ammunition only by kind. So guns get bullets (Still thinking about including or excluding sniper rifles), while energy weapons get batteries. Heavy weapons have more variety and the ammunition for that might actually be unique to a weapon.
@SelounStill thinking about that.
Thought about it.
There are three variants for magazines we have to consider.
- Weapons have an ammunition capacity and universal magazines can infinitely reload the weapon the are attached too.
- Universal magazines have an ammunition capacity and reloading weapons will require switching magazines.
- Weapons have an ammunition capacity and can be reloaded from separate finite universal magazines.
The second is right out. I'd rather have design space on the weapon then on the magazine.
The first is also out, it violates my design principle that in an encounter all resources are finite.
Witch leaves us with the third, our current approach. Refilling the magazines after an encounter would be easy enough and wouldn't violate the afore mentioned design principle, since it's still finite in an encounter.
The problem is that the weapons are directly associated with the ammunition not the magazine. We could change it that they get loaded from a magazine instead. Which raises questions like which magazine is attached to the weapon and if the attachment is exclusive. Is it required to have the magazine equipped as an item? Would the initial loading be deducted from the magazine capacity?
Personally I think it's a good idea. But I'll have to talk with Jack about it, since it touches the "map" game mechanics as well.