Sealgaire
Recruit
OK, first the standard praise for the game, incredibly fun, addictive, and original. The devs are doing an awesome job.
Now to my idea, which may work better as a mod, as most people might already be happy with the system in place.
I was thinking instead of all armor just reducing damage, the heavy ones such as mail and plate would have a % chance of negating ALL damage from cutting and some piercing weapons. Blunt weapons and weapons historically designed to pierce or crush these kinds of armor (war hammers, lances, maces, bolts etc.) would all deal damage normally, with the armor value reducing damage.
As the thickness and coverage of the armor goes up, the chance of slipping through it should go down, with black armor being the hardest to get past. I'm not sure what lowest chance of getting a hit in should be, maybe 25%, but testing would be necessary to find the right balance between the two ways of ruining someones day.
This would represent something like a sword or arrow getting a lucky hit at a joint or other weak spot in the armor and should negate the armor value and deal full damage to make up for the difficulty of landing such a blow.
If you don't like this damage model being applied to ALL armor, I think it would work well for helmets if nothing else. This would eliminate the ease of killing dozens of heavily armored men with single headshots at close range.
Well, feel free to tear apart or add to this idea as you see fit.
Now to my idea, which may work better as a mod, as most people might already be happy with the system in place.
I was thinking instead of all armor just reducing damage, the heavy ones such as mail and plate would have a % chance of negating ALL damage from cutting and some piercing weapons. Blunt weapons and weapons historically designed to pierce or crush these kinds of armor (war hammers, lances, maces, bolts etc.) would all deal damage normally, with the armor value reducing damage.
As the thickness and coverage of the armor goes up, the chance of slipping through it should go down, with black armor being the hardest to get past. I'm not sure what lowest chance of getting a hit in should be, maybe 25%, but testing would be necessary to find the right balance between the two ways of ruining someones day.
This would represent something like a sword or arrow getting a lucky hit at a joint or other weak spot in the armor and should negate the armor value and deal full damage to make up for the difficulty of landing such a blow.
If you don't like this damage model being applied to ALL armor, I think it would work well for helmets if nothing else. This would eliminate the ease of killing dozens of heavily armored men with single headshots at close range.
Well, feel free to tear apart or add to this idea as you see fit.