Armor and Damage

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Armor and Damage

Postby vikingdragons » Sun Jan 23, 2011 6:32 am

I know different ideas are supposed to go in different topics, but these go hand-in-hand, are not two ideas, but one.

Armor Weight
My search turned up some slightly similar ideas, but they were related to speed. The way i see it, there are two types of armor: Light and Heavy. Light armor is made of cloth and leather. It has no effect on Stamina, it's just protective clothing. Heavy Armor is made of metal. It should make your stamina drain faster, and maybe you shoudln't be able to sprint at all, although if you could, you wouldn't get very far before running out of stamina due to the weight and sweltering nature of heavy amror. After i explain the next part, i will go into more detail.

Damage Types
Didn't turn up much in this search. There are four basic damage types: Piercing, Slashing, Chopping, and Crushing. Piercing is Arrows and stabbing weapons (like daggers, hint hint) and they are fast (arrows move fast, and daggers are so light they can be used quickly), but they also not very powerful by themselves. Slashing is swords and stuff with blades designed to cut things and is average in damage and speed. Chopping is axes, and it is a little stronger than slashing, but also slower. Crushing is the slowest, but it hurts!!! We don't actually have any crushing weapons, but we need some clubs and maces.

Armor vs. Damage
This is how the above relates to each other:
Piercing Damage works agaisnt all Armor
Slashing Damage works agaisnt Light Armor, but not Heavy
Chopping works against Light and Heavy equally
Crusihing works against Heavy armor, but it's attacks are softened by Light Armor.

well, it needs a little more, but i want to see what people think about as is, and see what they think they need added or subtracted, or if it is total crap...
"A word to the wise ain't necessary. It's the stupid ones that need the advice." -Bill Cosby
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Re: Armor and Damage

Postby TimmyGudge » Mon Jan 24, 2011 4:01 am

The armour is a good idea. The weapons too but it sounds like the Runscape attack system a little lol. But seriously good thinking!
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Re: Armor and Damage

Postby DDDsDD999 » Mon Jan 24, 2011 4:18 am

No to stamina draining and speed. It already drains AGI, and it's annoying as fuck. Honestly, AGI debuff, should only be affected when in combat as, all that is preventing AGI warping, is taking off the armor, which is just annoying. Stamina and speed could just have people take off armor. Equipment juggling is horrible.
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Re: Armor and Damage

Postby rye130 » Mon Jan 24, 2011 5:53 am

The agi drain of metal armor is already big enough. Now with less animals, no uber hemp, no uber tables, farming nerf, we won't see agi values near as high as last world so it will actually matter. No uber thanes anymore either.
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Re: Armor and Damage

Postby Davichococat » Mon Jan 24, 2011 3:32 pm

In few words:

No. No. This is not Runescape.
It already drains the agi.
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Re: Armor and Damage

Postby vikingdragons » Tue Jan 25, 2011 1:20 am

i forgot the Agi drain, so scratch the stamina drain and speed restrictions, they already have a negative.
And just because fucking Runescape does it does not mean it is bad. Damage types are good, they add strategy!
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Re: Armor and Damage

Postby pisk64 » Tue Jan 25, 2011 5:35 am

quoting:
Armor vs. Damage
This is how the above relates to each other:
Piercing Damage works agaisnt all Armor
Slashing Damage works agaisnt Light Armor, but not Heavy
Chopping works against Light and Heavy equally
Crusihing works against Heavy armor, but it's attacks are softened by Light Armor.

I also suggest adding other armor type: Unarmored - that means all those linen cloths, or "armor" that is weared by animals - their skin.
Crushing could then give equal damage to all types of armor, Light, Heavy and unarmored.

well this needs some improvements, because i would not like to see someone in light armor being hit by 40 pound warhammer.

It could give something like, Heavy armor makes some part of damage not pass through always when you get hit, and light armor got chance for mitigating all damage or at least part.

Because when you wear a light armor like leather you can move quite fast and have chance to dodge an attack, but enemy can be enough quick to hit you in arm instead of head. Well, in heavy armor this is lot harder to evade anything.

And how would you classify attacking someones with stones and sling ? Crushing or piercing ? ;d

This idea is not so easy to implement, need lots of theorycrafting, and brainstorming. Also combat system and armor class mechanics must be reworked after such change.

A nice example of armor vs Damage exists in warcraft 3.

I Thumb up for this idea, and i like it, but it need lot of improvements !

edit:
ooor just screw that, and make high agility chance to evade an attack made by foe, if you wear a heavy armor you agility goes low and your chance to avoid attack is way lower.
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