QUOTE (Nebular @ Apr 9 2013, 09:14 PM)
QUOTE (bannockburn @ Apr 9 2013, 12:01 PM)
3.) Skinlink added to helmets sometimes uses up 3 capacity instead of 1. Can't say if this is 100% reproducible.
This has to do with whether or not a piece of Armor is an Armor Suit or just standard Armor (or Clothing) and have the Maximum Armor Modifications and/or Armor Suit Capacity Optional Rules enabled. See AR 44 and the sidebar. Skinlink uses a Capacity of 3 when applied to an Armor Suit and have Armor Suit Capacity enabled. This is shown in the black sidebar. When added to a non-Suit piece of Armor or Clothing, Skinlink uses 1 Capacity since it does not have a rating as described in the Maximum Armor Modifications rule. There are a number of Armor Mods that consume amount X when applied to a Suit and amount Y when applied to a non-Suit, so I'm thinking this is what you were seeing happen.
I had not remembered the skinlink capacity in armor either, or that Urban Explorer Jumpsuit and Helmet use armor suit rules. I was doing some gear exploring, and added sensors to an Urban Explorer Helmet, then added skinlink to the sensors instead of the helmet. Seems 'legal'. Got a glitch though when I tried to remove the skinlink.
In "Gear", adding a skinlink to a sensor, then removing it gives a confirmation prompt of "Are you shure you want to delete this gear?". Works fine.
In Armor, add gear (sensor) to helmet, add plugin (skinlink) to sensor, delete skinlink gives a confirmation prompt of "Are you sure you want to delete this Armor/Plugin?". Click "Yes" and nothing happens. Skinlink is still there. Save, full close and reopen chummer and character, and the skinlink is still there. Got rid of it by deleting the sensor.
Environment: Windows 7 64bit, Cummer 0.0.0.458
On the wiki page,
http://www.chummergen.com/chummer/wiki/Imp...ent-System.ashx, couple of typos:
Under 'adapsin', "which discounts which discounts" should be just "which discounts"
Under adeptlinguistics, "which negates to cost of improving" should be "which negates the cost of improving"
Since you are talking about a major refactoring, (going for 0.0.1.0?) here are some ideas to consider:
Several things can conceptually belong in different areas / categories. The Urban Explorer Helmet mentioned about is one example. It is armor, but it can also be a container for sensors that are part of the PAN. Which could take up subscriptions on the commlink (when slaved or clustered). Another item that gets spread around, is Matrix nodes. Commlink, TM bionode, Vehicle nodes, or even nexi. Weapons that are carried, or mounted on a vehicle/drone.
One way to improve the handling of this, is to provide multiple views of items. They could get purchased / added using the existing (or similar) structure of tabs, but also provide a virtual view that can automatically or manually reference items from different sections. A new placeholder item that is a link to any owned item (or capability?). Conceptually like the linux hard/soft file system links, or shortcuts in windows. It only exists once, but can be seen and manipulated from many places.
That should also provide some functionality (I think) I requested in a different context. When multiple pieces of armor are owned, that get used in overlapping sets, it is a nusiance (and error prone) to get all of the right pieces equipped and unequipped. Creating armor bundles for the combinations, then adding links to the real armor to the bundle should make it easy to equip all of the items in the bundle.
Same thing for hackers and programs. Add a 'configuration' bundle to a node, and add links to all of the programs that are running in that configuration. Then only need to set the configuration as (in)active/(not)running.
That should also work in the improvements window. Create bundles that apply only in a specific context (at home for In Tune lifestyle quality); a set of bonuses when a specific drug is taken. Then just need to enable that context bundle instead of individual improvements each time. Of course a higher level 'turn all off/unequip all' option will help keep things clean, or in some contexts, a 'mutually exclusive' flag on the placeholder to turn off any 'linked' groups when activating a new one. Allowing turning the groups/placeholders into a (effectively) a radio button set.
With that, there could end up being a lot of duplicate data being shown on the screen. Add a default (un)expand checkbox to those placeholders (and the existing location/bundle items). Or maybe 'expand only when active'.
Adding those placeholders to existing tabs provide a lot of power and flexibility. The next level, could be to allow the user to add new tabs somewhere in the hierarchy. Then people that want the 'matrix node' tab can create a clone of the gear tab, and add links to the actual commlinks, and nodes of drones.
That reminded me: Anywhere it can be manipulated, make the matrix node of devices an explicit component. For standard items, that would be nothing more than the base device rating, but provides a location to see/track any modifications or upgrades, hardware or software. To reduce clutter, keep that as a one line "Device Node({rating})" until something changes, then replace with an expandable "Device Node" containing the details.
Easier way of creating a permanent lifestyle, instead of clicking "+1" 100 times.
Being able to 'load' ammunition into spare clips, being able to switch clips (which may have partial loads)