No, sis, it WOULD, let me explain.
Say you have three body types. Say you need to remodel the plating to “conform” to each of them. NOW, you have to edit the coordinates for every armor attachment to fit better on these different bodies. Which means you have to add code for this.
Example: each armor plate base only has one “mounting point”. Let’s say you have new models for each body-conforming set of armor. Okay, well, now we’re tripling the file size one piece of armor takes. The textures then have to be edited to look right there. Alright, more file bloat.
Well, now those new plates need edited coordinates. So now, you need to give each armor attachment…? A new set of coordinates to recognize which body type it’s being attached to. Which means that on occasion, when loading in, it may outright load in the wrong spot. Maybe it’ll be IN your armor, maybe it’ll be floating outside of it. I don’t think we’re using Promethean tech here, so that doesn’t work right.
You’re right, it doesn’t triple the workload, it nontuples it. (ninefold). But easily triples the file size that currently exists.
Y’know what’s much cheaper for workload and file size, download size, etc?
different shaped undersuits, which is why we got what we got. One of halo 5’s biggest complaints was that its file bloat was INSANE. 343i very, very much wants to avoid that and I am all for it, because storage space is precious these days, but so is employee time spent on way more important things,
like a ton of gameplay issues that MUST be addressed before the year is out.