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Redoing the armor system


Levgre

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I personally am not too fond of the armor system/tiers as is.

 

I don't like that as you go up the armor tiers you have to adopt specific armor types, with distinctive styles. You go from brown leather, to a dull golden Elf, to the bony dragon..

 

Why are Elven and Dwarven armors strictly superior to Steel/studded leather etc.? Elves and Dwarves aren't THAT good of smithies, their material can't just be twice as strong. Dragon scales are strong, sure, but a steel skinned dragon would be pretty darn tough, too.

 

So instead of a tier system of armors, I think a system which gave the various armors different traits/advantages would be more varied, enjoyable, and immersive.

 

Anyone have ideas on what traits the armors could/should have? (or any way to improve the armor system) Here are some of my initial thoughts..

 

Steel/leather etc. - designed with martial combat in mind, better against weapon dmg.

 

Elven/Dwarven - designed to meet the more exotic environments where these races live. Elven is overall weaker than 'human armor', but better against wild beasts and supernatural foes. Perhaps change the current plate-like elven to heavy, make a light version of Elven armor also.

 

Dwarven would be stronger than human armor, as Dwarves rely more on durability and less on speed. So make it more encumbering, but stronger against physical attacks and perhaps some elemental attacks. "Tortoise armor" essentially.

 

I don't know about glass... I guess it could be be like bulletproof armor, a more advanced version to meet new threats. Weaker against melee, but better able to withstand less forceful projectiles, ranged and magic.

 

Dragon - well what would dragon scales/bone help protect you from... built in resistances from fire/magic perhaps, better armor against natural enemies (harder for them to bite/grasp) but not as good as other armors against human weapons. Evolutionary speaking, a beasts natural defenses would have evolved to help fight other beasts, not to fight humanoids, whom are a much younger species.

 

Any thoughts/ideas?

Edited by Levgre
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Whoever came up with the idea of making armour out of glass in the first place is an idiot.

 

Just sayin. I like the idea of this though. I'm not really a big fan of exotic-looking armour overall though. Elven in particular just seems totally unrealistic-looking.

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These are a list of traits I thought up that could be applied to any armor set:

 

* Armor that provides better defense against [insert element here] but weak against [insert element here.]

--> Ex: Imperial Steel armor adds slash defense bonus but weakness to Maces or Axes.

--> Ex: Orcish armor protects better against Power Attacks but weaker to critical hits.

--> Ex: Clothing boosts critical hit rate of Unarmed damage when AC is zero.

 

The problem I'm seeing is the fact that these weaknesses can be buffered out with Damage Resist or Fortify [skill] enchantments.

 

Also, perhaps players will be uncomfortable having these changes become mandatory. How about altering Smithing so these benefits are unlocked that way.

For example:

 

Fur Armor -- Vanilla

Same stats.

 

Fur Armor -- Fine

10% Damage Resist against animals

5% Weakness to arrows.

 

Fur Armor -- Superior

20% Damage Resist against animals.

15% Weakness to arrows.

 

Fur Armor -- Exquisite

35% Damage Resist against animals.

20% Weakness to arrows.

 

Fur Armor -- Legendary

50% Damage Resist against animals.

25% Weakness to arrows.

 

That should balance out the pros and cons of the armor set. The benefits here being a (potentially) sidegrade for Smithing rather than being a means to an end. Players who still want to enchant their end-game armor are free to do so but forgo the potential benefits they could otherwise have. If you want, you could even make this an alternate Smithing upgrade path.

 

Thoughts?

Edited by Darksun45230
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This would be great

I think items shouldn't have all the same stats

Think about it, two smiths from riverwood and solitude make the SAME steel armour with the SAME weight and the SAME protection

There should be a base quality of an item based on the smith its from

and broken/damaged/used etc. weapon and armour conditions

Edited by Jenko1115
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Weaknesses can be harder to balance, I think, you don't want armor to become a liability. While they add flavor they have to be very well tweaked. And like you said, they could just be undone through enchantments.

 

Having to spend a perk may be enough cost already, so that you don't need to further balance the armor with growing weaknesses.

 

 

I like the idea of having the bonuses go up with fine, superior, etc.. If you get more resist for a damage type, you don't need to have your armor rating double to make smithing worthwhile. Thus you could make vanilla armor stronger, so non smithies aren't left in the dust when it comes to armor rating. Without smithing, it is like you are not even wearing armor on harder difficulties. You can go down in 2-3 hits.

Edited by Levgre
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How about the dark art of combinations? Dragonbone mixed with metal plating and maybe some glass shards to add extra melee / blunt damage. Lightweight dragonscales combined with gold-plated edging, etc.
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