Opt_0 wrote:
What if, not for use with weapons, but perhaps something like "intl" retrieved from an enemy spawnpoint during full battle (such as when a stealth flank doesn't work, your squad all dies and you are behind enemy lines alone). With the obligation or returning the intel to friendly spawnpoint, or comms truck for a map based perk or something. Maybe temporary enemy troop movements on map, or easier stealth and concealment for a period of time if you troops attack in that zone, maybe just being able to zoom in on map for a bit and see more detailed topography. The effect/perk itself could be discussed. But something to give a little extra appeal to it making all the why into an enemy spawnpoint. I don't know, just a very rough idea at the moment.
Anyway, don't scrap the new inventory to quickly. There's got to be something good for it, other than just overloading yourself with way to many guns.
Maybe space for med-kits allowing you to revive a real-player on the field. Or the supplies for like a temporary sandbag bunker or wall (to allow gradual ground capture over those long stall-mate battlefronts).
Yeah, these generic "useless" items are already in the plans which work as logical triggers for objective tracking (from where the reward / perk could be something very varied depending on the item) and as boosted valued merchandise items when you deliver them to the armory. This I think is the main reason for the backpack to exist, simply to carry something for a short while. It's possible the item is bound as a reward for both factions, so it's possible to create a situation where both parties may need to retrieve the unique item somewhere while trying to stop the other from doing the same.
So the backpack as such is not being scrapped anywhere, just needs finer control what it is allowed to carry, or, what are the tradeoffs. The current backpack capacity which is 5 units, after which you're not able to run, is of course too much, it was put there mostly to help test things and allow making things generic and configurable. Grenades "weigh" less in the backpack capacity, so those you can cram in even more currently.
At a point, there was a lower priority idea that rifles themselves could be merchandise and allowing you to carry a few of them would be thus helpful, but as long as the weapons are balanced and usable by anyone (as opposed to having classes where only certain types of weapons are useful per class and the rest of them are junk to sell), the idea won't work as you can do the arsenal mode.
Rare weapons will exist, but it seems they are going to stay fairly rare so that the current weapon set is the main set that people fight with. Invasion mode utilizes rank for unlocking weapons, but it doesn't mean that a later unlocked weapon would be better than an earlier one in all cases, just different. These solutions fight against allowing carrying weapons for combat purposes, but a rare weapon still needs to be possible to be carried to the stash.
It irks me that it could be solved by allowing carrying a currently unusable rare weapon (as you don't have enough rank) in the backpack, but deny it once you can use it. It would solve "carrying weapons for temporary cargo" + "not carrying weapons for combat", but it doesn't make sense the slightest bit.
Classes irk me as a solution as well: I don't want to make it so that you can/have to choose your class somewhere, be it when you join a server the first time or when you visit some place, but it's undeniable it too would solve "carrying weapons your class can't use for cargo" + "not carrying varied weapons for combat".