[Idea] Item system: Affected % and Affliction #12

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opened 2026-10-17 23:36:40 +00:00 by muse-lantern · 0 comments
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Concept

All items have an Affected % stat. Items found in the Region are always degraded and affected.

The lifecycle

  • You can restore an item quality/performance...
  • ...but its Affliction stat always grows. It can never be reduced.
  • Affliction = how difficult the item is to restore. Higher Affliction = harder to bring back to full stats.
  • Trade-off: higher Affliction also makes the item easier to Alter — to give it Affected Properties.

The arc

Every item is on a one-way journey:

  1. Found degraded
  2. Restored (Affliction rises)
  3. Eventually too Afflicted to restore normally
  4. ...but now a prime candidate for Alteration into something else

Degradation isn t just decay — it s a path to transformation.

Design implications

  • Hoarding becomes meaningful: you re not collecting guns, you re curing them
  • Forces rotation: no single "perfect" loadout lasts forever
  • The Alteration decision point is a real choice — when do you stop restoring and start transforming?

Open questions

  • What are Affected Properties? (elemental effects? anomaly interaction? perception changes?)
  • How does Alteration work mechanically? (crafting station? anomaly exposure? bracer-mediated?)
  • Does max Affliction destroy the item, or fully convert it?
  • How is Affected % vs Affliction communicated in UI?
## Concept All items have an **Affected %** stat. Items found in the Region are always **degraded and affected**. ### The lifecycle - You can **restore** an item quality/performance... - ...but its **Affliction** stat always grows. It can never be reduced. - **Affliction** = how difficult the item is to restore. Higher Affliction = harder to bring back to full stats. - **Trade-off:** higher Affliction also makes the item **easier to Alter** — to give it Affected Properties. ### The arc Every item is on a one-way journey: 1. Found degraded 2. Restored (Affliction rises) 3. Eventually too Afflicted to restore normally 4. ...but now a prime candidate for **Alteration** into something *else* Degradation isn t just decay — it s a path to transformation. ### Design implications - Hoarding becomes meaningful: you re not collecting guns, you re *curing* them - Forces rotation: no single "perfect" loadout lasts forever - The Alteration decision point is a real choice — when do you stop restoring and start transforming? ### Open questions - What are Affected Properties? (elemental effects? anomaly interaction? perception changes?) - How does Alteration work mechanically? (crafting station? anomaly exposure? bracer-mediated?) - Does max Affliction destroy the item, or fully convert it? - How is Affected % vs Affliction communicated in UI?
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dead-air/game-planning#12
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