- Offhand - Since the sequel is to be more RPG I'm guessing that the equipment system will change in a way, might as well start with separate slots for both hands.
I presume that the offhand would be the left one by default (a Southpaw trait to be introduced as well?) and it could be used for:
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Thrown Weapons -> Want to have a stone ready at your disposal to first attract an opponent while also having a baseball bat ready for rumble? Here ya go!
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Dual-Wielding -> SoR's setting is more or less modern (at least definitely not medieval or futuristic), so this skill seems obvious - e.g. A skilled enough gunner (skill tree node?) should be able to hold 2 pistols at once and shoot them, trading accuracy for increased RPM (another skill to alleviate this?). Could also be nice w/ melee weapons - cutthroats and swordsmen, rejoice!
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Shields -> Would say it's no-brainer, who wouldn't appreciate a SWAT/Supercop with a riot shield at their disposal? Also, for those who cannot afford kevlar, a trashcan lid will have to suffice...
- Weapon Attributes/Traits -> SoR 1 was limited to damage, ammo state and installed mods if any, let's expand it.
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Single or two-handed? -> Definitely ties in well with point 1, as you may guess this may change depending on your character - don't expect a hacker to be able to hold the (Sub)Machine Gun w/ one hand, a skilled soldier on the other hand...
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Other traits could be nice to tie in with skills or traits, e.g.:
- Blunt weapons would be designed for high knockback and stopping power while sharp ones would mean speed and crit bonuses
- Heavy weapons would slow down its wielder and would require certain strength/traits (No, Mr. Scientist, you are too wimpy to carry the Minigun)
etc. This one's wide open for additions and/or reinterpretation