Lyx
Sergeant
IIRC, in the past it has been mentioned a few times, that it would be interesting if equipment (armor, weapons) would degrade over time. The reasons for "why" would be:
- Currently, using expensive equipment has no disadvantage besides of initial cost
- Since item-stats currently are more hierachic, rather than linear, this is further amplified. The player "levels up" his equip just like stats.
- As soon as you hit the limit of native items, there is no incentive anymore for caring about your gear - you're done. And the only way forward is creating more items with ever more inflationary over-the-top stats.
- "Its more realistic" (tm)
Mind you, i dont care about the last point. I do however care about the other points, because they're gameplay-relevant. If equipment would have "running costs" in adition to "initial costs", then the player would need to more carefully choose what equipment to use for which purposes. It also would make looting interesting for more than just trading it in.
AFAIK, no mod implemented something like that. I suspect the reasons for it not being done are:
- No one came up with a design which doesnt require lots of annoying micromanagement
- Everyone seeked for a "realistic" (of course!) implementation.
- Implementing all that may be difficult to impossible.
Well, if one drops the realism-mindset, it may be less difficult. What was the problem in the first place? It was that equipment doesn't have "running costs depending on usage". Well, if all you want is running costs which depend on item usage and price, then you dont really need to track and model item-degration "realistically". Something like the following would do:
1. Every armor and weapon gets a condition-stat, which starts out at - lets say 5.
2. At the end of every battle, for every equipped item there is a chance that the condition value will drop by 1.
3. If Condition reaches 0, the item is NOT destroyed. Instead its stats will be temporarily reduced.
4. The player can repair ALL the items in his inventory by visiting an armorer or blacksmith and paying a repair-price. (no micromanagement).
Now, something like this seems quite possible to me with the module system. Food-items do already have counters which can be modified via scripts. Item-degration and restoration also seems possible, considering lame horses. Your thoughts?
- Currently, using expensive equipment has no disadvantage besides of initial cost
- Since item-stats currently are more hierachic, rather than linear, this is further amplified. The player "levels up" his equip just like stats.
- As soon as you hit the limit of native items, there is no incentive anymore for caring about your gear - you're done. And the only way forward is creating more items with ever more inflationary over-the-top stats.
- "Its more realistic" (tm)
Mind you, i dont care about the last point. I do however care about the other points, because they're gameplay-relevant. If equipment would have "running costs" in adition to "initial costs", then the player would need to more carefully choose what equipment to use for which purposes. It also would make looting interesting for more than just trading it in.
AFAIK, no mod implemented something like that. I suspect the reasons for it not being done are:
- No one came up with a design which doesnt require lots of annoying micromanagement
- Everyone seeked for a "realistic" (of course!) implementation.
- Implementing all that may be difficult to impossible.
Well, if one drops the realism-mindset, it may be less difficult. What was the problem in the first place? It was that equipment doesn't have "running costs depending on usage". Well, if all you want is running costs which depend on item usage and price, then you dont really need to track and model item-degration "realistically". Something like the following would do:
1. Every armor and weapon gets a condition-stat, which starts out at - lets say 5.
2. At the end of every battle, for every equipped item there is a chance that the condition value will drop by 1.
3. If Condition reaches 0, the item is NOT destroyed. Instead its stats will be temporarily reduced.
4. The player can repair ALL the items in his inventory by visiting an armorer or blacksmith and paying a repair-price. (no micromanagement).
Now, something like this seems quite possible to me with the module system. Food-items do already have counters which can be modified via scripts. Item-degration and restoration also seems possible, considering lame horses. Your thoughts?