Jump to content

Armor function Overhaul


DDarkRavenC

Recommended Posts

I had an idea to expand the way armor works, more than a simple reduction based on AR. Basically I was tired of seeing heavily armored and armed guards get cut down quickly by scrub enemies. In my mind, a few 'knight' type characters should be able to take on a peasant (or similarly under armored/armed) mob. Two problems, a) I doubt it could be done and b) I wouldn't know how, but would likely involve OBSE and I can't script. :sad:

 

Basically the idea is that based on AR, armor type (based on the torso armor) and incoming weapon type armor could offer differing protection. First, AR would be a straight hit or miss chance (damage is narrowly avoided/deflected on light and heavy armors respectively) rather than a percentage of reduction. Should the hit connect ('rolled' higher than the AR) damage would be reduced based on armor type and weapon type. For example, light armor is generally flexible, so it could protect from Blunt (even though axes are blunt, but regardless) damage well due to a distributed area. So maybe 2/3 of AR as a percentage of the damage could be reduced, while Blade weapons could only have 1/3 of AR % reduced and Marksmen damage could be reduced 1/2 of AR%. Heavy armor would have reversed values. In the case of a mage with shield, maybe 1/2 AR% across the board. For Unarmed damage, maybe it could use the same values as Blunt.

 

The basic factor of feasibility from my POV would be if it were possible to intercept damage a damage call before it affected an actor. Then it could be modified and reapplied.

 

If this is mod were possible, obviously vanilla hp/damage could make fights very long, so a having a separate HP reducing/damage increase mod would probably be beneficial. As would an .ini file for modifying values.

 

Comments?

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...