Armour revamp ideas
Posted: 15 May 2010 18:32
Hi there,
It's been a long while since I last roamed the realms and now I'm back in new form. There is one thing I'd like to address that might enhance the game a bit if implemented (note: everything I'm writing here is just my opinion, I don't claim it to be some revealed truth that has to be the best, it's something I think would be great and would like to see the others opinion on the matter too). Another thing worth noting is that while at higher mortal levels, when people have really high stats, you don't really notice armour weight, but when you're small (like me) it becomes a concern.
Armour classes:
Not so much as classes per-se but distinction between armour weight that could be implemented on a global scale with relative ease.
In your typical games you have various armour classes with their respective strengths and weaknesses, there is no such distinction on Genesis, and there should be in my opinion.
RP-wise: People sneaking around in full-plate armour don't look to good, just like a knight charging into battle wearing just his shirt would look ridiculous.
What I mean here, is that armour weight should impose certain effects on people. The heavier the armour, the more protection in gives, but at the same time it reduces your ability to move and hence drops your defence and parry skills (as you rely on your armour to soak up blows instead of dodging them) as well as your ability to hide, sneak and cast spells (this would have to be made for spells with higher difficulty levels, as not to punish people who are in occ fighter guild and lay magic). Enclosed and/or heavy helmets reducing your awareness etc.
Combat-wise: In combat it would put light-armoured foe on par with heavy-armoured one (dodge more vs soak more) but heavy-armoured person would have a definite advantage when fighting multiple enemies (with more enemies you're bound to get hit more often, that's where your damage soaking surpasses dodging).
Alternative not-so-cool idea:
Make armours impose encumbrance unrelated to the strength/weight relation. Wearing full platemail would burden even the strongest.
Summary:
Light armour: unrestricted movement, when you get hit it hurts.
Heavy armour: restricted movement, you get hit more often but for little damage.
Shields:
That's not as pressing matter, but I strongly believe that shields should get their skill and work on that, completely blocking blows, instead of acting as just more armour.
It's been a long while since I last roamed the realms and now I'm back in new form. There is one thing I'd like to address that might enhance the game a bit if implemented (note: everything I'm writing here is just my opinion, I don't claim it to be some revealed truth that has to be the best, it's something I think would be great and would like to see the others opinion on the matter too). Another thing worth noting is that while at higher mortal levels, when people have really high stats, you don't really notice armour weight, but when you're small (like me) it becomes a concern.
Armour classes:
Not so much as classes per-se but distinction between armour weight that could be implemented on a global scale with relative ease.
In your typical games you have various armour classes with their respective strengths and weaknesses, there is no such distinction on Genesis, and there should be in my opinion.
RP-wise: People sneaking around in full-plate armour don't look to good, just like a knight charging into battle wearing just his shirt would look ridiculous.
What I mean here, is that armour weight should impose certain effects on people. The heavier the armour, the more protection in gives, but at the same time it reduces your ability to move and hence drops your defence and parry skills (as you rely on your armour to soak up blows instead of dodging them) as well as your ability to hide, sneak and cast spells (this would have to be made for spells with higher difficulty levels, as not to punish people who are in occ fighter guild and lay magic). Enclosed and/or heavy helmets reducing your awareness etc.
Combat-wise: In combat it would put light-armoured foe on par with heavy-armoured one (dodge more vs soak more) but heavy-armoured person would have a definite advantage when fighting multiple enemies (with more enemies you're bound to get hit more often, that's where your damage soaking surpasses dodging).
Alternative not-so-cool idea:
Make armours impose encumbrance unrelated to the strength/weight relation. Wearing full platemail would burden even the strongest.
Summary:
Light armour: unrestricted movement, when you get hit it hurts.
Heavy armour: restricted movement, you get hit more often but for little damage.
Shields:
That's not as pressing matter, but I strongly believe that shields should get their skill and work on that, completely blocking blows, instead of acting as just more armour.