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Soldier Inventory logical inconsistency during tactical missions


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Hey guys

first of all great game, I'm thoroughly enjoying it.
I've recently had a mission with a lot of casualties and wanting to carry them home noticed something about the soldier inventory during tactical missions which seems deliberate, yet feels inconsistent.
I'll lay down the observations first:

1. some items in the inventory are unmovable and also undroppable during tactical combat - automated module, tactical module, additional plating
2. dropping an item from inventory costs 0 TU
3. moving items around the inventory also costs 0 TU

all of these individually make sense: dropping a primary item on the floor shouldn't cost a TU (I'm guessing it's probably a factor when a soldier is fleeing too), also you wouldn't take off plating from under your vest in a tactical situation and yes moving around items on a grid just to make room on the grid which is just a conceptual representation of the physical boundaries of the situation also shouldn't put the player at a disadvantage.

shouldn't therefore the items mentioned in 1 be just undroppable yet still movable? or if they indeed should remain so, shouldn't therefore movement on the grid represent real action - like transferring a smoke grenade from one pocket to another - and therefore cost a TU?

presonally I prefer the first option, but I haven't really explored all the game has to offer yet and what other things could be impacted by this decision.
looking forward to hearing your opinion on this

PS:
keep up the great work, I love seeing how the game gradually feels more and more real with the bugfixes, and added content. I'm especially grateful for the graphics differentiation between laser rifle ammo and precision laser ammo - although a highly unlikely situation, I had a recurring nightmare of stocking up on the wrong ammo :D

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