
Re: New armor system looks unbalanced and destructive
So if you already have one armor in spare let's say, what happens if you run into another armor crate ?
1) Does the spare armor in your inventory get replaced ?
2) Or does the crate give you something else like this is already the case in your conditional structures ?

1-> interfere with strategy (replaces one thing you kept)
2-> still interfere a bit with strategy (but less) because how the hell would you dump something in your inventory anyway ?
(In order to keep it empty, hoping for a more appropriate armor)
I mean, let's say you currently wear a laser armor. If you pick a spare armor you find inappropriate/useless ... and you don't want to use it, you have no way to get your inventory rid of it, except by using it or dying.
Anyway, (2) doesn't seem like a real problem, since :
2a) it already solve the problem of wrecking your current armor
2b) and you can't really rely on crates to get something in particular.
2c) if you have a SURE way to get a new nice armor in your inventory (from a friendly utility guy for exemple), that probably means you are currently in your own base. (and can take the time to switch to the useless armor first, in order to get rid of it)
2d) if crates do have a conditional structure in order to prevent the replacement of the spare armor, that doesn't mean you couldn't pick something else than a crate to replace it. I mean, something more explicit, like for example, an armor a utility guy just made for you.
So in this last case (2d), having a spare armor prevents to get more from any crates, but does allow replacement of your spare armor if you pick an explicit armor item.