However, that's pretty ridiculous.
My idea of an armor system is an attempt to replicate more realistic situations.
The wearer of the armor will have 2 bars.
One health, and the other is the Armor Durability (AD).
The qualities of the Armor Durability is:
- There should be multiple types of armor, such as leather, plate, and robe.
- Recharges quickly.
- As it is damaged, the maximum AD will be decreased.
- Certain stats affect AD.
- Stamina will increase the rate of regeneration by a small percentage.
- Constitution will increase the factor of Armors, increasing the amount of AD given.
- Endurance reduces the damage taken by Armor.
- To restore AD to its maximum, you must repair it or replace it.
- Better armor gives more AD.
- Certain armors, not armor types, will decreases damage from certain types, for example Wool Skirt decreases Magic but increases Piercing while Bronze Chestplate decreases Blunt but increases Magic.
- Different pieces of armor adds more or less Armor Durability and has different factors of Armor.
- Only certain enemies will have AD, such as humans or turtles. Others will have strictly Health.
For example, Hero has a Bronze Chestplate, Leather Cap, and a Wool Skirt.
The Bronze Chestplate, being the most useful up front, adds 35 AD and increases by a rate of 1.003, increases regeneration rate by .1% of base/Stamina, and takes:
- 90% from Piercing
- 80% from Slashing
- 105% from Blunt
- 110% from Magic
- 95% from Piercing
- 100% from Slashing
- 100% from Blunt
- 95% from Magic
- 100% from Piercing
- 100% from Slashing
- 100% from Blunt
- 90% from Magic
If Hero has 5 Stamina, Constitution, and Endurance and base regeneration is 10%, the stats for the Armors will be:
AD = 67
Regeneration = 10.3%
Damage Taken by Piercing: 95%
Damage Taken by Slashing: 93%
Damage Taken by Blunt: 102%
Damage Taken by Magic: 98%
If Hero has 20 Stamina, Constitution, and Endurance, the stats for the Armors will be:
AD = 72
Regeneration = 11.2%
Damage Taken by Piercing: 95%
Damage Taken by Slashing: 93%
Damage Taken by Blunt: 102%
Damage Taken by Magic: 98%
I made these example with no thought of balance, so they're not that good to use. The examples follow the rough outline though. Using only a certain type of gear is suitable for certain playing styles. You can make other armor types and fiddle with it.
I posted this in hope that someone would utilize this in an RPG/AoS/Survival game. It allows for a more dynamic choice of gear and more realistic approach to Armors.
Post has been edited 3 time(s), last time on Jul 29 2010, 5:34 pm by Gladius_Tito. Reason: Balancing Examples
None.