The Companion Armor system seems quite similar to what was done in Planescape: Torment. Admittedly in that game there were only four characters who even wore clothes (of the remainder, one was a floating skull, one was a clockwork box with arms and legs, one WAS the clothing - an animated suit of armor in this case, and one was
on fire). One of the four was the PC - and the only clothing option he ever had was a rough-looking robe (which he promptly took off anytime something happened). I don't remember whether Dak had any alternate armor sets, although there's no reason that he couldn't have. Annah and Fall-from-Grace each could equip alternate gear, but they only had a total of three items that they could wear in their body slot. Each started with one, and you could buy two additional body slot items for each of them, all of which were customized for either one character or the other.
They'd also complain if you tried to completely remove their body slot items... (I don't remember what Annah said, but FFG's line was something along the lines of, "I can't remove that because then I'd be naked.").
Also worth noting is that the player character was the only character in that game with a variety of weapon options. For most of the characters, this was understandable. Morte, for instance, would have trouble using a battle-axe since he was a floating skull. Dakkon's sword was effectively an infinity+1 sword in potentia, so swapping that out wouldn't have made much sense either. But Annah had no particular reason to stick with her punching daggers... except for the fact that she was used to using them. So while you could upgrade her weapons, the upgrades had to be punching daggers as well. Punching daggers were just as much a part of her character as her gutter-snipe upbringing and tail.
In essence, if done right then limiting the costume options for the most visible NPC inventory slots can be a great way to develop the character of the NPC in question.
Modifié par Eumerin, 15 décembre 2010 - 12:33 .