Ba18070
Recruit
This thread is where we give TaleWorlds a(hopefully) good discussion about what we think armor should act like.
Currently it is not satisfactory, as expensive armor feels like it does little but weigh you down and only protect you from looters, which the 200 men I employ do a much better job of anyway.
In my opinion there's a simple solution: 1 armor rating is 1% of damage reduction. Since the head, chest and legs can take the most damage from a hit, they also can reduce the most damage proportionally though armor rating. Weapons also get a piercing rating based on quality and format.
For example, a plate armored cataphract character with 50 chest armor gets hit with an arrow straight to the right pectoral with a .25 armor piercing rating. This reduces the armors effect to 37.5 so he takes 62.5% of the initial weapon damage to his HP before any further modifiers.
Specific areas could have armor overlap, like the shoulders could use 75% of the chest and 25% of the arm's armor rating, etc.
Also there should be specific areas that are very vulnerable, like the throat for blades/arrows and entire dome of the head for blunt damage to give people finesse strikes to work for as they master the game. A chamber block into either a straight stab to the throat or a shield bash to the temple being examples of a show-off gamey type maneuver that leaves a lot of room for mastery, something games like this really need.
From there weapons could be especially tactical, with things like halberds being excellent anti armor polearms or being able to forge a long dagger specifically for getting into armor for an execution once an opponent is on the ground (historically real, this is where "coup de grace" comes from, was a chivalric-code method of dispatching enemies you did not intend to ransom) and a buckler with a large, pointed boss or a kite shield with a row of spikes on the top and outside edge. Even giving a good reason to forge the shorter, slower and less defensively useful flanged maces Nothing should be 100% armor piercing but the modifiers could be pretty steep for certain things.
Also lower quality shields need to break quickly when hit by heavy, armor piercing weapons.
Interested in knowing what you all think about how to handle this. If you have criticism of my idea please explain why so we can iterate on a better system. Would you prefer an age of empires-esque pierce and melee armor difference? I'd like to hear it, as long as its productive and reasonable.
Thank you for your time.
Currently it is not satisfactory, as expensive armor feels like it does little but weigh you down and only protect you from looters, which the 200 men I employ do a much better job of anyway.
In my opinion there's a simple solution: 1 armor rating is 1% of damage reduction. Since the head, chest and legs can take the most damage from a hit, they also can reduce the most damage proportionally though armor rating. Weapons also get a piercing rating based on quality and format.
For example, a plate armored cataphract character with 50 chest armor gets hit with an arrow straight to the right pectoral with a .25 armor piercing rating. This reduces the armors effect to 37.5 so he takes 62.5% of the initial weapon damage to his HP before any further modifiers.
Specific areas could have armor overlap, like the shoulders could use 75% of the chest and 25% of the arm's armor rating, etc.
Also there should be specific areas that are very vulnerable, like the throat for blades/arrows and entire dome of the head for blunt damage to give people finesse strikes to work for as they master the game. A chamber block into either a straight stab to the throat or a shield bash to the temple being examples of a show-off gamey type maneuver that leaves a lot of room for mastery, something games like this really need.
From there weapons could be especially tactical, with things like halberds being excellent anti armor polearms or being able to forge a long dagger specifically for getting into armor for an execution once an opponent is on the ground (historically real, this is where "coup de grace" comes from, was a chivalric-code method of dispatching enemies you did not intend to ransom) and a buckler with a large, pointed boss or a kite shield with a row of spikes on the top and outside edge. Even giving a good reason to forge the shorter, slower and less defensively useful flanged maces Nothing should be 100% armor piercing but the modifiers could be pretty steep for certain things.
Also lower quality shields need to break quickly when hit by heavy, armor piercing weapons.
Interested in knowing what you all think about how to handle this. If you have criticism of my idea please explain why so we can iterate on a better system. Would you prefer an age of empires-esque pierce and melee armor difference? I'd like to hear it, as long as its productive and reasonable.
Thank you for your time.