is anybody working on the weapon/equipment assignment logic at the moment? because there's a few things that are different from the original (of course, since it's unfinished), and there's a few things that could be improved, but need to be carefully done, I think.
- spare clips: the original game sometimes failed to assign spare ammo to soldiers automatically. openxcom doesn't assign the spares at all so far. how do we want to do that?
- grenades: openxcom assigns grenades to the soldiers on a one-per-person(starting from #1)-basis. smoke grenades, however, are not assigned. manually assigning them before every mission is something that's really tiring if you shoot down a lot of small UFOs. how do we plan to do this?
- I think the usual routine for weapon assigning is that there's some kind of "priority list" of the weapons, and the first guys get the "best" weapons, and from there it goes down the list. right?
- special items always get assigned starting from #1, too: the first soldier has a Heavy Plasma, a Psi Amp in the backpack and a medkit on his belt (and can only move every second turn because he's hopelessly weighed down)
I guess saving "personal" equipment and weapons is too much for this game, but maybe a simplified system could be used where soldiers are "tagged" by the user as being a kind of "class", and weapons are assigned according to "class"?
I'm thinking in terms of
"heavy" - alway gets the big guns
"medic" - light weapons, med kit
"scout" - medium weapons, not too much equipment to stay lightweight
"grenadier" - lots of grenades
this could be done with a config file, so people could define their own personal loadout classes.