Windyplains said:
This is something I was thinking about as well.
* Broadhead - high cutting damage, smaller quivers (20)
* Barbed - medium cutting damage, but causes a hampering effect based on location hit (less damage if its an arm, slower movement on a leg) - I'm not sure if the benefit will outweigh the performance offhand, but I'll test it out.
* Khergit - high piercing damage, smaller quivers (20)
* Bodkin - medium piercing damage, +50% damage to shields (armor doesn't have durability to concern with)
* Blunted - medium bludgeoning damage, smaller quivers (20)
* Flaming - improves damage of any arrow by a flat amount, reduces the accuracy of your shot. This isn't an actual item you can purchase so much as an order you can give. I am considering having a requirement added for having oil in your party's stores, but increasing the effectiveness of flaming arrows as a result.
Would it not make sense to make things a bit more realistic and immersive?
An old MMO called DAOC had a proc/con system between armor and weapon types. Archers were rather unique because they could select arrows that matched the 'con' of the armor it was to hit against.
For example,
Cloth based armors (including cloth/leather hybrids) were vulnerable vs pierce and cutting but had decent vs blunt.
Leather based armors had decent damage mitigation when hit by blunt and pierce because leather is a padding material and it lowers the kinetic energy of the weapon hitting them. However it was vulnerable to cutting because it IS padding.
Chainmail based armors had good mitigation against cutting attacks but were vulnerable to pierce and blunt.
Plate based armors had excellent mitigation vs cutting and pierce but were vulnerable to blunt. They were also very heavy and had penalties to movement and weapon speed of the user.
Lamellar/Scale had minor mitigation vs pierce and cutting but had decent resists vs blunt since these were a composite of leather and metal armors.
Finally, for this game, since we do see 'mix' armors like chainmail-over-leather armor the bonuses could be made on a 'what the weapon hits first and what effect the armor mix has' logic. Aka chainmail-over-leather would have good mitigation vs cutting and instead of being vulnerable to pierce and blunt like plain chainmail, it would have 'minor' resist vs blunt and 'decent' vs pierce...but it would be literally the weight of leather and chainmail armors added together.
So... this would change how melee weapons affect certain armors when they hit. For arrows though... just having pierce/cutting/blunt arrow damage types is all you'd need to do and the armor-weapon chart would take care of the damage bonuses or mitigation stuff.
Also... could you add poisoned weapons back into the mod even if you disable the combat hampering system? Theyd be a damage-over time inducing, dishonorable weapon then. I don't use the combat hampering because AI enemy units never really suffer from it since their stats and gear are set just right....while my companions and I being low level scumlings suffer horrendously from it as we level up.