
it would be helpfull if you want to change what weapon you carry (if any) or if you wanted to change your armor from a light leather set to a heavy chain armor set.
what do you think?
let meh know!

Agreed. Shops could lead to potential balance issues however: say you blow too much cash early on and end up in an un-winnable situationm3nace wrote:I'd say it depends on the story.
Well, when I was thinking about shops it could as well easily be selling the weapons for free. Say you spend fictional cash and the array of weapons of your disposal still depends on what weapons you've fought with so far.Wilbefast wrote:Agreed. Shops could lead to potential balance issues however: say you blow too much cash early on and end up in an un-winnable situationm3nace wrote:I'd say it depends on the story.
I'm not sure I quite understand what you meanm3nace wrote:Well, when I was thinking about shops it could as well easily be selling the weapons for free. Say you spend fictional cash and the array of weapons of your disposal still depends on what weapons you've fought with so far.Wilbefast wrote:Agreed. Shops could lead to potential balance issues however: say you blow too much cash early on and end up in an un-winnable situationm3nace wrote:I'd say it depends on the story.
You don't spend any kind of money at the stores. It would basically just work as the house idea, no money involved, it's purely for the sake of immersion. Say every time you'd finished a mission there'd be a shop in some nearby town. That would require the missions to be a bit more than one stage/level, so it won't seem ridiculous that he's visiting a shop every time he's killed a couple of guys.Wilbefast wrote:I'm not sure I quite understand what you mean
So effectively a "load-out" system then? Importantly that we agree on a vocabulary: when I say "shop" I'm applying that there's some kind of in-game currency and hence a ressource management system. I don't like the idea too much because in OG the fighting is supposed to be an end in itself, no a way of getting money and loot.m3nace wrote:You don't spend any kind of money at the stores. It would basically just work as the house idea, no money involved, it's purely for the sake of immersion. Say every time you'd finished a mission there'd be a shop in some nearby town. That would require the missions to be a bit more than one stage/level, so it won't seem ridiculous that he's visiting a shop every time he's killed a couple of guys.Wilbefast wrote:I'm not sure I quite understand what you mean