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# System prepended metadata

title: Loadout Limitations

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tags: Design
title: Loadout Limitations
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:::info
Written by Swanni, approved by Twaticus and Mothblocks.
:::

# Loadout Limitations

Items available through the loadout system must abide to these rules:
* Have minimal mechanical value
* Do not drastically alter the silhouette and overall color of a standard uniform (of any job)
* Do not look out of place in a crowd or would not get you fired if you wore it every day at work, as dictated by future dress codes imagined in 80's retro sci-fi movies (or otherwise modern fashion)
* Can be accessed with relative ease at the start of the round, without notable requirement of ID access, resources, effort or time. **NOTE**: Ease of acquisition does not surpass previous rules

### Examples
* Beanie: ***YES!*** It sits on your head without covering your uniform and is generally acceptable to wear in the workplace
* Face mask: ***NO!*** It hides your identity, giving it mechanical value. You also wouldn't be allowed to go to work with your face covered.
* Scarf: ***YES!***, it does not cover the uniform and is appropriate to wear.
* Hoodie: May be allowed if a system exists to automatically set its appearance based on job/department selection, otherwise ***NO*** as it would cover uniforms too much.
* Cowboy Hat: ***NO!*** You may not think it looks TOO out of place, it is big and rather extravagant
* Prescription Glasses: ***YES!*** Although they have some mechanical value it is very neglegible in most situations
* Overalls: ***NO!*** This would replace your standard uniform and would only be appropriate for specific jobs
* Fingerless Gloves: ***YES!*** They are cosmetic and do not block fingerprints

### Why do we need these rules?
These limitations mainly exist for the following reasons:
* Do not allow loadout choices to have any major bearing on the round and only remain as an extra tool for players to express themselves and make their character feel unique
* Maintain the game's sci-fi aesthetic and themes by making sure that by default every player will look the part of an employee working aboard a space station owned by a soulless megacorporation
* Maintain visual cohesion among players of the same department
* Keep each job's personality intact and easy to identify at a glance