What if post-battle loot wasnt immediately usable items, or even "damaged [item]" but stacks of junk/broken components that cant be used at all?
Say there is a 95% chance of an item getting turned in to (Useless/Average/Uncommon/Valuable [T0-3 or T1-4]) "Broken Armor/Weapons" with a 5% chance of getting immediately usable gear. (example stats).
Say there is a 95% chance of an item getting turned in to (Useless/Average/Uncommon/Valuable [T0-3 or T1-4]) "Broken Armor/Weapons" with a 5% chance of getting immediately usable gear. (example stats).
- A scouting or roguery stat ("loot the dead") could increase this base chance from 5->10% or increase the general chance of getting higher quality items when that 5% does trigger.
- (and this means your inventory isn't constantly clogged with trash items - rather you have just 1-8 types of broken items, separated by tier and "armor"/"weapon", automatically stacked up in the junk tab, which means fewer things for the game to track, probably improving UI performance and save bloat, and less clicking/time wasted).
- It could even be a new business input - selling broken components to cities with a smithy reforges or deconstructs the components automatically over time (but you'll then need to pay the full item price for any items they reforge or any materials they deconstruct - so smithing-focussed characters still get the most out of this, but other playstyles can still engage with it to a degree, too).
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