Armor as Clothing ONLY

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Re: Armor as Clothing ONLY

Postby Piscator » Thu Apr 22, 2010 9:37 pm

That's why I said it is the very least. Different distribution ratios would definitely be welcome and by-pass chances would also make sense.
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Ryaga
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Re: Armor as Clothing ONLY

Postby Ryaga » Thu Apr 22, 2010 9:45 pm

I think it should vary quite a bit. If it doesn't people will find the armour that's just good enough for 1 battle and just repair it afterwards. Higher tiered stuff would never get used, unless you made it unrepairable (which is a bit silly).
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AlchemicRaker
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Re: Armor as Clothing ONLY

Postby AlchemicRaker » Thu Apr 22, 2010 10:11 pm

First problem (how should it affect combat)

Well, if there was a constant block chance (so, it blocks damage 70% of the time)

When it successfully blocks:
High tier armor absorbs a higher % of damage (say up to 50%, while the most crappy armor only absorbs 10%)
Lower tier armor takes more rot per damage (So, for the same attack, high tier armor may rot 1,000 but low tier armor will rot 5,000)

So in the end:
Low tier armor would rot faster and absorb less damage overall
High tier armor would rot slower and absorb more damage overall



Second problem (repairing / using the same armor a lot)

Real armor is repairable and reusable. Having armor that rots faster is bad because... you spend a lot more of your time repairing it... or it just breaks easier, since you may forget to repair it.

So, I think the Main reason to use armor is to absorb some damage but eventually it stops absorbing damage. Better armor absorbs more damage. I don't think armor needs to BREAK when it stops absorbing damage.

Instead, I think: armor ALWAYS rots when you are hit, BUT... it only absorbs damage when it is in 80% condition or better. So, after two hits or so, maybe, it will rot to under 79%, and then it stops absorbing damage, but doesn't break. If you are attacked more, the armor has no defensive effect, but continues to rot (until eventually destroyed).


Alternative function:

Alternatively, first calculate how much damage the armor should absorb, and then reduce that damage based on how much the armor is rotted. So if you would take 5,000 damage, and armor absorbs 50%, so armor would absorb 2,500. But, the armor is already rotted to 80%, so the armor only absorbs 2,000, and you take 3,000 damage.

So the armor has diminishing absorption effect (though, it still rots the same amount per hit, it just stops less damage), making repaired armor better, but... High tier armor is still much preferred because: It absorbs more % of damage (even if the high tier armor is rotted), and it lasts longer in a fight (low tier armor wears out faster in a fight, high tier armor will stay effective longer, since it rots less).


Thoughts?

- Natso
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Re: Armor as Clothing ONLY

Postby Piscator » Thu Apr 22, 2010 10:27 pm

Sounds pretty reasonable overall.

How about leaving the percental distribution alone and let the status only affect the block chance? It would be like striking through a hole in the armor.
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Re: Armor as Clothing ONLY

Postby AlchemicRaker » Thu Apr 22, 2010 10:32 pm

Piscator wrote:Sounds pretty reasonable overall.

How about leaving the percental distribution alone and let the status only affect the block chance? It would be like striking through a hole in the armor.


This sounds quite reasonable too. Vary it from 20% to 70%, and have them rot each time they do block. Low % armor should have higher rot-per-block rate, since they don't get hit as much, but still need to be less durable.

Then you could say, armor absorbs 20% of the damage, when it actually blocks (20% or 70% of the time).


Then, make the lowest tier armor be simple to make (so that it isn't terribly uncommon, most places should be able to make it, of hide or such), and the higher tier armor harder to make.


I think once this gets spread around though, the damage from weapons should also be buffed, by 20% or so.

- Natso
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Re: Armor as Clothing ONLY

Postby Piscator » Thu Apr 22, 2010 10:44 pm

What I meant was, let's have different damage block percentages, but leave them independent from the repair status.

Instead of increasing weapon damage for all weapons, I think it would be preferable to have weapons that are able to partially bypass the protection.
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Re: Armor as Clothing ONLY

Postby AlchemicRaker » Thu Apr 22, 2010 10:50 pm

Piscator wrote:What I meant was, let's have different damage block percentages, but leave them independent from the repair status.

Instead of increasing weapon damage for all weapons, I think it would be preferable to have weapons that are able to partially bypass the protection.

So, in all cases, armor has a 70% chance to function at all. And assuming it does, low tier armor would block 20% damage, high tier 80% damage blocked. Yeah, I think this is the basic idea that works.

(I do like to play devil's advocate, and throw random ideas out. Don't think I want them all to be used together, I just like showing all of the different versions of ideas I think of, in case something stands out)

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Ryaga
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Re: Armor as Clothing ONLY

Postby Ryaga » Thu Apr 22, 2010 11:07 pm

It'd be pretty unCantrly to have 1 item for armour. How would you find the percentages just a mean of all of them?
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Re: Armor as Clothing ONLY

Postby bobbogum » Thu Apr 22, 2010 11:17 pm

I was about to give up on this topic, but then I looked at it and it tripled the number of replies.

I would say that Ryaga's levels sound reasonable.

I was just expecting to only have clothing as armor because I believed that people really disliked this idea.
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Re: Armor as Clothing ONLY

Postby AlchemicRaker » Thu Apr 22, 2010 11:18 pm

Ryaga wrote:It'd be pretty unCantrly to have 1 item for armour. How would you find the percentages just a mean of all of them?

I don't understand what you said/mean at all... especially the second sentence. What is "them"?

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Re: Armor as Clothing ONLY

Postby Piscator » Thu Apr 22, 2010 11:26 pm

Oh, the block chance could vary from armor to armor, too (and be proportional to its staus points), but that's all just fancy stuff. I think most important would be the absorption of a certain percentage of damage, with exact values varying from armor to armor.

Needing raw materials to repair armor would also help, but that's an entirely different suggestion, strictly speaking.
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Re: Armor as Clothing ONLY

Postby Ryaga » Thu Apr 22, 2010 11:42 pm

Natso wrote:
Ryaga wrote:It'd be pretty unCantrly to have 1 item for armour. How would you find the percentages just a mean of all of them?

I don't understand what you said/mean at all... especially the second sentence. What is "them"?

- Natso

Well I'd presume armour would come in pieces like clothes. Would you just take a mean of all the pieces of armour's percentages for the final numbers?
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Re: Armor as Clothing ONLY

Postby AlchemicRaker » Thu Apr 22, 2010 11:46 pm

Ryaga wrote:
Natso wrote:
Ryaga wrote:It'd be pretty unCantrly to have 1 item for armour. How would you find the percentages just a mean of all of them?

I don't understand what you said/mean at all... especially the second sentence. What is "them"?

- Natso

Well I'd presume armour would come in pieces like clothes. Would you just take a mean of all the pieces of armour's percentages for the final numbers?


I see little reason to split it up and make it so complex. Make an equipable item slot for armor, and make items "x armor". Let the wearer RP the rest. If he wants to worry about his pauldrons and greaves, thats up to him. Plus, theres like... tons of ways just to make chain mail. The description and function of armor varies between places in the world, it might as well be left to the players to design their own armors.

- Natso
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Re: Armor as Clothing ONLY

Postby Ryaga » Thu Apr 22, 2010 11:52 pm

Natso wrote:
Ryaga wrote:Well I'd presume armour would come in pieces like clothes. Would you just take a mean of all the pieces of armour's percentages for the final numbers?


I see little reason to split it up and make it so complex. Make an equipable item slot for armor, and make items "x armor". Let the wearer RP the rest. If he wants to worry about his pauldrons and greaves, thats up to him. Plus, theres like... tons of ways just to make chain mail. The description and function of armor varies between places in the world, it might as well be left to the players to design their own armors.

- Natso

The same could be said about clothing but they didn't just leave it as "Hide Clothing" etc.
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Re: Armor as Clothing ONLY

Postby AlchemicRaker » Fri Apr 23, 2010 12:49 am

edit: rude me >_< nvm

- Natso

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