Savage Worlds for FGII All the ideas and discussions
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Draggable weapons, armour, etc

Armour and weapons to be draggable similar to Powers

MurghBpurn, 02.05.2011, 00:45
Response from the site administrator
phantomwhale, 10.10.2011
MARKING THIS AS DONE NOW - it's a start, and there is lots of room for improvement. Will be looking for more specific improvement items after the 3.2 release.

Done weapons, and now armor too : http://sw4fg2.tumblr.com/post/7526604626/draggable-armor-too-kinda-burnt-out-on-draggable

Might have to come back to items...
Idea status: completed

Comments

MurghBpurn, 02.05.2011, 18:44
Maybe an update to Items? Having different categories, weapons and armour being two, these can then be dragged to the appropriate frame (inventory page for Gear).
Savage_Doswelk, 13.05.2011, 01:37
I know it is a much requested feature, but as someone who would have to create the items for everyone else

:p
MurghBpurn, 13.05.2011, 05:31
I would gladly enter them if it meant we actually got them!
phantomwhale, 13.05.2011, 08:46
Personally, if I enter another Colt Peacemaker manually, I'll scream...

So we're thinking something you can drag out of a library, onto a PC or NPC weapon list (or PC armor list) to add the entry to that list.

Perhaps with a link node to bring up the library item again, which might contain more text than on the summary notes. This node would also let you drag and drop the weapon onto another PC / NPC list to clone it. Again, all similar to powers.

Although what does this mean for the items tool (currently no more than a text box) ? Probably worth coming back to afterwards / separately.

Equally, players cannot pass around edges / hindrances / powers, but they can potentially swap weapons - perhaps players could drag the link node to another player's portrait to pass over an item / armor piece (with probably a chat notification, to make it a little explicit) ?
MurghBpurn, 13.05.2011, 16:54
http://img863.imageshack.us/img863/5807/brpdraggableweapons.jpg shows what's done in BRP (which is pretty much as you said), there is also a new style of table that reads the weapon info.

I like the item style that I copied from other ruleset and made available as an extension for SW, where the gm can make the item identified or unidentified with different text for each.
Savage_Doswelk, 18.05.2011, 23:03
Okay you win (not seen the BRP ruleset looks nice).

Biggest problem I see is how do you implement this without breaking all the existing campaigns?
phantomwhale, 18.05.2011, 23:06
I think you have to do it in a backwards compatible way - which I don't think differs from the BRP approach. E.g. you CAN drag weapons from the libraries onto the list, but you can still just enter them manually.

Similarly, only weapons dragged in will have links to the details pane (like skills are currently), manually entered ones wouldn't.

It's gonna need a bit of design, I think, but BRP has laid the foundations, I think.
Savage_Doswelk, 19.05.2011, 21:07
Whilst we are talking of redesigning then... looking at the BRP picture can we re-format the weapons layout.

When the icon is changed to select thrown/melee/shooting weapon I think the weapon item should be different showing more specific information to the item type.

At the moment Range, AP etc all have to be put in notes.

In theory as long as all the existing fields (or at least their names and types) exist backwards compatibility should be maintained.
phantomwhale, 19.05.2011, 21:51
Range has it's own column on the weapons list for PCs, it's just not on the reduced NPC weapon interface - which is a separate issue maybe ?

Not found myself putting too much repeat information into notes other than AP, shooting +2 for shotguns (although again, hoping to allow people to apply that as a weapon "bonus" for v3.2)

Maybe some examples might talk me around, but right now can't think what different columns each weapon type might have. Also, looking at BRP, each weapon type has the same columns still, so they are just separated by type but not displayed differently in anyway.

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