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Author Topic: Armor system and modding  (Read 573 times)

Azereiah

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Armor system and modding
« on: February 07, 2015, 11:55:53 am »

Right now, the armor system is centered around a few main body part types with an up/down step system.
[ubstep:whatever] [lbstep:whatever] [upstep:whatever], etc.

This is problematic because it leads to odd armor combinations, difficulty modding in specific types of armor pieces, etc.

I suggest adding body part tags to armor in place of the up/down step system and the original location system. Every part/region that's covered should be included in the armor tag instead of choosing how far it extends from the base part.

A little more complex to add? Sure. But it allows for things that're widely considered absolutely necessary by the armorer/reenactment crowd, and don't take much effort to construct.

For instance, this little piece.
Spoiler (click to show/hide)

Or closed helmets that cover everything but the eyes, or whatever.


"But balance!"
Balance with a Complexity tag that determines how likely an unskilled blacksmith is to botch it on the first try and get smeltable scrap instead.
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Putnam

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Re: Armor system and modding
« Reply #1 on: February 09, 2015, 09:57:49 pm »

Complaining about balance with modding is like complaining about children cheating at candyland. It's a complete non-issue, since the game itself doesn't have to deal with it.

Also, that's a bit non-specific. You mean by token, category, or type?