If an NPC is equipped with armor and we kill them, will we be able to take their armor, or will there be a percentage drop system of some other armor from the loot tables? What's the priority there?
TL;DRAs far as Dan knows (not confirmed for the actor team), NPC gear that is visible can be taken, while hidden items like backpack or pocket contents are generated from tags, including possible mission items.
So, I don't want to speak for the Actor Feature Team, because they're doing the looting from the actor, but as far as I know, don't quote me on this, you loot what the guy is wearing. It might not be worth looting, because he might be wearing a shit armor that's super heavy that might not even fit in your backpack, but if it's better than the one you're wearing, yeah, no problem, swap them around and you get a better armor now. If he has a weapon that you need, get that weapon. The part where we come into this... because we don't want to generate what the guy is wearing. It's weird if he wears a sniper rifle and a green armor, and suddenly it's a pink armor with a pistol. It makes no sense. It needs to be a one-to-one relationship. We try to be as believable as possible. Otherwise, this makes no sense. Where we can come in is: if the guy has a backpack or pockets or something like this, we can generate the loot inside those pockets. So the guy might be wearing really poor armor with a shitty weapon, but maybe he's an undercover agent, and inside he has a high-spec suit for whatever, that has no emissions, a silenced gun and stuff like that. So inside, it depends on how that character is tagged. So he might be tagged for shitty equipment on the surface, but really good stuff in his backpack. I mean, this is an exception. Normally, if they have shitty equipment, they're going to have shitty loot in the backpack. But we generate what's in the backpack, what's in their pockets. We also can generate now stuff for a mission, as in a key card on him, or a tiny note that, if you actually bother to open and inspect, might have a key code that you could open some things adjacent to him with, and stuff like this. But that is stuff we can generate from loot generation.
I was just going to say, yeah, it's what you see is what you get for the NPCs. If you see it, you can probably take it from them. But if you don't see it, in a backpack, then it'll get randomly generated according to all the loot archetypes, et cetera.
I would also like to mention something. As scanning comes online, this will be important, because you might figure out that guy has important loot in his backpack. He might look like a poor guy. He's worth killing, but you have to spend your time scanning him and figure out what he actually has rather than what he seems to have.