Item types

= Items =

Items are a subclass of ActionObjects which can be carried around by characters. They can be divided further in to sub classes (and sub-sub classes) as follows (this is not necessarily a software design Class, but it could be in many cases). They can be "stowed" or "equipped" (i.e, on and active). Some objects can be both simultaneously. The following classes are may overlap to a small extent (how do to this without multiple inheritance can be tricky).

Dropping, Throwing, Hiding
Items can be dropped, thrown (depending on Mass and Bulk), and Hidden (not sure there is a point to hiding stuff). They can be transferred to other characters. Small items can be stolen from or planted to certain "slots" on other characters (only applied to conscious characters; unconscious ones can be 'rolled' and stripped like they were dead)

Immobile Items
By the above definition, this seems to be a contradiction - however it may be more practical from a programming stand point to consider very large "Items" to simply be identical to regular Items, but cannot be moved, picked up, or put into inventory. Example might be a Large shop (many tools), or fixed Machine gun emplacement.

Useful Things
These are "useful" things that are not consumed when used. Some of them directly enhance a skill (example: tool), some enable certain actions (flare gun). Weapons are a special case of this - enabling and enhancing combat skills. Some Useful things require consumables to function.

Enablers
These are items which are required for a particular action. They may sometimes be linked to skills, but not always (for example, a radio which enables communication at a distance.

Enhancers
These are items which decrease the difficulty or enhance the effect of certain actions. Note that if a task is extremely difficult without an particular enhancer (i.e, rebuild a carburetor without a auto repair kit), it could act as an enabler.

Weapons (including non lethal weapons and shields)
These are broken out because they are integral to the combat system. Weapons can be enhancers (brass knuckles), but are usually enablers (you cannot use a gun skill without a gun). Most ranged weapons either are consumable (hand grenade) or use them.

Melee Weapons
These are weapons that function at short range while being held. They don't (typically) use consumables (possible exception is an electric stun gun). The different length of a weapon determines of far away it can be used. See: Proposals::Melee Combat

Ranged Weapons
See Proposals:Missile Combat

Cartridge Guns
These are modern weapons that fire bullets (consumables). They can be single shot (requiring a "cock" action), semi automatic, burst fire, or fully automatic - or combinations. They have a capacity of ammunition (and in that way are actually Containers as well!). Each mode "single/burst/auto" may consume different amounts of ammunition per action. They cause recoil when fired, reducing the effectiveness of following actions. They are never silent, but can have their noise lowered by a modification (silencer). Other enhancements, such as "scopes", "laser sights", and "winter triggers" can be added. They can be loaded, held without firing, and stowed loaded. This category includes all firearms that are intended to be used by a single person - culminating in a Light machine gun (example SAW, or M60). Note that it's very atypical one person to carry any significant amount of ammunition along with even a light machine gun.

Blackpowder Guns
These are "new construction" guns that fire black powder shot. They are typically of worse effectiveness (range, power, reliability) than cartridge guns. They are always single shot, and take multiple actions to reload. Their advantage is that the ammunition is easy to manufacture. They cannot be modified. They can be loaded, held without firing, and stowed loaded.

Grenade Launchers
This are often integrated into modern assault rifles, but also can be "stand alone" (Support) weapons. They are simply guns that shoot grenades. THESE WEAPONS ARE UNBALANCING AND SHOULD BE ADDED TO THE GAME WITH CARE.

Support Weapons
These are weapons, typically machine guns and mortars which are portable (but often extremely large or break-down into a few large components) but designed to be used by a crew of 2-3. You basically cannot "hold" these weapons, you must set them up. It's possible (after set up) for a single person to fire one with extreme penalties. Generally, a single person cannot carry the weapon and a significant amount of ammunition (although even 1-2 Mortar shells could be considered "significant"). A rule of thumb is that 1 "action" (full burst or mortar shell) worth of ammo will be at least a medium if not large object. THESE WEAPONS ARE EXTREMELY UNBALANCING AND SHOULD BE ADDED TO THE GAME WITH CARE.

Crossbows
These are large weapons which fire "bolts" or short arrows. They are single shot, and slow to reload. They can be enhanced by a scope. They can be loaded and held for firing with no effort, but cannot be stowed this way.

Bows
These are large weapons which fire "arrows". They are single shot, but reasonably fast to reload (2 actions). They cannot be held at ready indefinitely (how to define this?)

Thrown Weapons
These are weapons than can be thrown. They can usually be picked up again. Some are consumable (explosives), and some double as melee weapons (spears, knives). You can actually throw any weapon at someone, but unless it's designed to be thrown it will be nor more than a distraction. However, if a pistol is out of ammo...

Throwing Assists
This is a group of "primitive" levers that allow the user to throw something better. Classic examples are slings (throw rocks), sling shots, and atl-atls (throw spears). I guess since the invention of elastic, sling shots are just slings that are much easier to use. Typically, the ammunition for these weapons is not consumable, but it could be (you could, for example, put a grenade in a sling shot.

Consumables
Consumable are items that are destroyed when they are used by a character.

Food & Drugs
Food is required to stay alive. It is measured in 100 calorie (kcal) units (eg., 1 apple), (active) People generally  require 1500 cal/day. This is called "full rations". This amount will be deducted automatically from the players' inventory per party member per day (or possibly in 3 groups of 500 cal), when the player is traveling. The bulk and weight of food units varies - but it should be roughly 100 cal/small item. If the player is in a town or location, other arrangements (auto barter deduction) can be made for food (especially if a multi-day action - such as learn-by-training is taken by the Player. Drugs are consumables that alter your stats temporarily (generally negatively), and are sometimes addictive.

Types of Drugs
The effects of a specific drug (effect on stats, skills, other gauges, time of effect, effect and length of hangover, addiction rate, withdrawl effects) have to be defined by designer on a drug-by-drug basis. The following are just a basic framework.

Stimulants
Can be mild, like caffiene or powerful like methamphetamine (speed) or cocaine. They have a positive effect on some mental skills, and can be used to temporarily reduce fatigue.

Depressants
Eg. Alcohol, Heroin, Valium - the more powerful ones act as excellent pain killers, but mostly they just reduce perception based skills or cause sleepyness. They are often addictive.

Pain Killers
Eg. Asprin, Demerol, Fentnyl, Vicodin. These can help an injured or wounded character ignore pain effects of injuries. The more powerful ones are addictive.

Psychodelics
LSD, PCP, Mushrooms (Psilocybin). These completely alter your perception for long periods. Effectively, a PC would be "out of player control" for 8-12 hours. They are not addictive.

Raw Materials & Components
These are things that are consumed or combined to make other things. Some examples: steel, wood, plastic, spare snowmobile parts, used bullet casing (can be made into bullets), gunpowder. Food or other chemicals useful in their own right may also be components (example - potatoes + yeast + fermenting and distilling apparatus = vodka)

Ammunition
Stuff that gets shot into people. A bullet will often leave a spent cartridge (see above) which can be reloaded if you can get a slug and smokeless powder (with the proper skills and tools). Arrows can be recovered if they hit something, if you miss they are considered lost (this is an approximation)

Fuel
Generally speaking. stuff that is burned for heat or to drive engines (vehicles, pumps, generators, etc). Some crafting tasks may require fuel/heat (e.g, forging or blacksmithing). Almost anything dry you can eat, you can burn. Fuels are also rated in kcal/unit (unit can be a mass or volume). Example of types of fuels:

Natural
Wood, peat, dung, coal

Fabricated (Organic)
Grain Alcohol, Wood Alcohol, biodiesel, some petroleum products (in special circumstances)

Pre-War
Gasoline, Diesel, Lighter fluid, "Duraflame" logs, "garbarge" - including clothing, other petroleum products.

Clothing
This is stuff that you wear. It covers a certain number of hit locations. Clothing can be given particular game properties that influence NPCs reactions, or even act as a disguise. Light and Heavy cloth has a basic small armor value. All clothing (including armor has it's bulk and weight halved

Armor
This is clothing that is specifically worn to prevent damage (and look cool). Armor has different protective values vs. crushing, cutting, impaling/bullet damage. Heavy armor bits, especially on joints or full torso, has a restrictive effect reducing agility skills. The effect can be partially overcome by a "Maneuver in armor" skill