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Realistic Armor Overhaul


jakeoberg

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An idea, and i'm not a modder (wanting to be but no experience yet) so take this with a grain of salt, but what if you just take existing armor mods, and map areas on the polygons surrounding the areas you want damage to be done on. I'm pretty sure i'm just repeating this question, but is it really all that hard to apply different armor ratings to different polygon layers? Like, cut a plate-armor model into piece, and give each piece its own armor rating, then attach them all together again.

 

The armor would then give an Average armor rating instead of a single armor rating. If the armor has one solid sheet on it on one end, and just chain-mail around it, even if the plate of steel has amazing defense, it would be listed as having low armor. This average rating wouldn't be used in factoring damage, and maybe there could be a smithing perk called "inspect caliber" where you can tell what the individual armor ratings of it is.

 

A thought on Damage output also, but what if taking damage to a particular area slows down speed also. Like, if you get some serious damage to your right arm, your Attack Speed of that weapon, no matter how fast it might normally be, would drop considerably. Or if you get shot in the leg, you'd get your speed cut in half.

 

And this damage effects could be like Diseases and remain active even after a fight and would require a Healing Spell or Health Potion in order to fully fix. There could also be items like Bandages which keep you temporarily healed for periods of time, but wear off if you take damage to the body part you have the bandages wrapped around.

 

also, if you want really immersive armors, you should make it possible for armor to rust and break apart, meaning you'd have to constantly keep your armor up-to-date, polished, and oiled.

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