Character Item Spaces

Started by The Crazy Animal, January 30, 2006, 03:26:42 AM

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I was just thinking maybe we should revise the item spaces on the characters and make them a little more interesting. There are a few ideas involved in this.

One we put in the rest of the place characters could where armour or items.

Shoulders
Forearms

Next, give items more worn on definition spaces. So some items might cover multiple spaces. For example, one type of chest armor might cover the torso, shoulders and upper arms but another type of chest armor might cover the torso only.

I think this would help expand the uniqueness of a player?s armor since players wouldn?t all have the same constantly available slots to use anymore.

TCA

Could also specify fron tan dback...

Also encumbrance would be greater for single pieces that cover more than one area, since it would be one piece but going over places that move like the torso.

Well, i guess it could go either way...either it's made to move properly or it's not.

Actually there could even be pieces that are made to go together well, so emcumbrance is less if you have Armor plate A and helmet A, vs Armour B and helmet A.
"...There was always a minority afraid of something, and a great majority afraid of the dark, afraid of the future, afraid of the past, afraid of the present, afraid of themselves and shadows of themselves..." --Ray Bradbury, The Martian Chronicles

I like the idea of matching pieces giving extra bonuses.

The encumbrance in mmud was more like weight of the item alone. Usually if they wanted to show something was hard to move in or something along that line, they would use accuracy modifiers on to the item.

TCA

something like only getting the extra damage for enigma stuff if you have BOTH gloves and sandals?
Quote from: DeathCow
Yes clearly I'm making a text porn.  Lesuire Suit Mud.

Ya something like that but generally more for AC. Like if you were to have a full suit of leather armor on you might get a bonus of +3 AC over what its appears to be worth individually. I think it would be kind of cool if you could do it with other item properties too though..

TCA

What about training armor specialization? Wouldn't be -required- to wear armor and get the base AC from it, but with some training you could lessen/eliminate some of the negatives or even boost your efficiency while wearing it giving a slight AC boost.

Thoughts?
Quote from: DeathCow
Yes clearly I'm making a text porn.  Lesuire Suit Mud.

I always liked systems like that, one of the games that I thought did a fairly good job at that was morrowind 3.. The system they had used 4 specializations for armor and one for general blocking skills. they just used unarmored, light armor, medium armor, heavy armor, and block. The skills basicly functioned as you got a percentage of the total armor value based on:

0 points = negative modifier on AC (I think it was like -25% on AC)
50 = Full AC
100 = Bonus AC (I think it was like +25% on AC)

Blocking worked by having the ability to fully deflect an attack, personally if anything one thing could help revamp the combat system it would be to put in blocking. Since this would lessen the amount of damage that could be delt in a round.

TCA


that's a bit drastic in our case though, I think.

There shouldn't be a penalty, but an extra thing to spend CP or whatever on to increase. Again, not sure how the CP thing is going to work. Maybe have CP and 'skill points' for use with weapon/armor specialization or magic specialization like divine, nature etc.

maybe.
Quote from: DeathCow
Yes clearly I'm making a text porn.  Lesuire Suit Mud.

Ya I wasn't really offering it as a exact system but more of just a working concept...

I don't know enough about how the CPs really want to be handled yet. I would like to think that we could break away a little from majormud with their use by allowing them to be put into some simple skills before the physical stats get maxed out but that really isn't up to me.

I also think before that can really be decided some basic aspects of combat and magic need to be reworked so that specialization doesn't cloud the uniqueness of the classes skills.

TCA

I forgot the following spaces:
Elbow
Most leg armor is composed of two pieces:
Thighs ? the waist area is normally included with this.
Shin

Here is another related question should we make the distinction between clothing and armour. In MMUD the system just assumed that clothing was a type of armor. However, most armor was normally worn on top of clothing in real life.

For simplicity, it might be better to keep as is but I could see some benefits to having it the other way depending on how it was set up.

TCA

I think clothing and armour should be distinct...not necessarily as a t-shirt adds to AC, but that having a shirt on won't preclude you from putting on a chest plate.

Clothing items could also serve a purpose to protect against the elements..not on a grand scale by any means, but if a quest takes place in a bitterly cold climate, the char should suffer regular damage from the cold unless wearing a pink parka with feather trim.

OK, it doesn't have to be pink...



On a more personal note, I need to install a breathalyzer on my computer and my phone. 
"...There was always a minority afraid of something, and a great majority afraid of the dark, afraid of the future, afraid of the past, afraid of the present, afraid of themselves and shadows of themselves..." --Ray Bradbury, The Martian Chronicles

That?s what I was thinking but the one problem in doing it comes from two classes that had the armor class called robes. Which was a armor class that basically consisted of clothing so if a change like this was made something would be needed to allow them some way of gaining some amount of AC. I guess what could be done is let clothing have a small amount of AC and then lower the amount that say armour would give.

TCA

January 30, 2006, 07:26:05 PM #12 Last Edit: January 30, 2006, 07:49:09 PM by Valentine
How are robes a problem? They can have AC assigned to them of course, just the descript would reflect magical vs the barier protection of, say, a fighter's armor.

I don't see how this would affect clothing....just have a tag that allows a space to be filled even if certain items are already in the spot.

Heee....and if someone is walking around without clothing they should not be allowed in bars/shops/etc. Of course if they want to strip down once in the tavern it's OK.
"...There was always a minority afraid of something, and a great majority afraid of the dark, afraid of the future, afraid of the past, afraid of the present, afraid of themselves and shadows of themselves..." --Ray Bradbury, The Martian Chronicles

What I meant was it would further the distance between the ac of robe armour class and the other armor classes. Being that the other armour classes would now be able to wear both clothing and armour and if each has an AC. I guess what could be done is have an unarmored AC modifier where a piece of clothing would drops a percentage of the AC value of the clothing when someone wears armor on top of it.

TCA

I guess I just don't think basic clothing should have any AC value...that's the difference.
"...There was always a minority afraid of something, and a great majority afraid of the dark, afraid of the future, afraid of the past, afraid of the present, afraid of themselves and shadows of themselves..." --Ray Bradbury, The Martian Chronicles