Lalaxx wrote:maybe add repair reserve like in fallout 2. When armor broke for some % points you can repair it for it's durability pool. So like if it's broke for 32% you take those 32% from durability. Each type of armor have their own durability pool. Low tier like leather etc have 50 or 100% durability and high tier from 100% to 200%
Lalaxx wrote:Lalaxx wrote:maybe add repair reserve like in fallout 2. When armor broke for some % points you can repair it for it's durability pool. So like if it's broke for 32% you take those 32% from durability. Each type of armor have their own durability pool. Low tier like leather etc have 50 or 100% durability and high tier from 100% to 200%
Also add repair fail chance when you just broke armor more if u lack of smithing or sewing skills compare to quality of armor.
So it's add fresh breath to game when you should go to better blacksmith or tailor in towns to repair your armor.
Cajoes wrote:Why not just mash old armor sets together, repairing them with bits of eachother.
pppp wrote:IIRC armors being not repairable is one of pillars of H&H economy. Do not try to be a sorcerer's apprentice.
TL;DR;
Granger wrote:Repairing armor could happen like recycling normal gear (click one onto an identical one) and return one item with averaged quality of the two combined but the remaining durability of both items (capped by max durability for this item, so one can't dura-supercharge items).
Fostik wrote:pppp wrote:IIRC armors being not repairable is one of pillars of H&H economy. Do not try to be a sorcerer's apprentice.
TL;DR;
Repair ingredients is same sink of materials, and it can be balanced by devs in any way they want
Granger wrote:Repairing armor could happen like recycling normal gear (click one onto an identical one) and return one item with averaged quality of the two combined but the remaining durability of both items (capped by max durability for this item, so one can't dura-supercharge items).
pppp wrote:Granger wrote:Repairing armor could happen like recycling normal gear (click one onto an identical one) and return one item with averaged quality of the two combined but the remaining durability of both items (capped by max durability for this item, so one can't dura-supercharge items).
That would amount to super cheap repair by using new empty piece in repair. A nobrainer if the repaired piece has more than 3 gilds.
Any repair process must involve significant cost in XP, doubling with each repair with large chance to fail partially or completely.
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