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Underworld Ralinwood Forums
REVIEW - Armour System - Printable Version

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RE: REVIEW - Armour System - Marek - 01-11-2016

Also, and maybe this is crazy, but wouldn't the removal of the heavy armor skill drastically reduce the ease of getting stupid high armor values as well?


RE: REVIEW - Armour System - Chèvrelier - 01-11-2016

Quote:Also, and maybe this is crazy, but wouldn't the removal of the heavy armor skill drastically reduce the ease of getting stupid high armor values as well?

It would certainly help, however I like heavy armour for a couple of reasons.

  1. I like that a player is dedicating CP to being more combat effective.
  2. Mixed armour looks really good and I would hate to see layering removed



RE: REVIEW - Armour System - Marek - 01-11-2016

Last comment, I promise, again I'm new so maybe to gung-ho with bad ideas. Rather than reduce total value of point plate, chain, and studded leather offer. Why not reduce the number of areas that offer points of armor. Like, throat only, instead of throat and back of neck. Even if you reduce the number of spots by 3 you end up with 25 locations and plate offers a maximum of 100 armor that way. That paired with the removal of heavy armor skill makes being crazy high armored actually impossible. Which I think gives value to lower armor characters even, in that while 10 armor is insignificant, its 10% of the total maximum armor value.


RE: REVIEW - Armour System - Marek - 01-11-2016

(01-11-2016, 03:11 PM)Briab Wrote:
Quote:Also, and maybe this is crazy, but wouldn't the removal of the heavy armor skill drastically reduce the ease of getting stupid high armor values as well?

It would certainly help, however I like heavy armour for a couple of reasons.

  1. I like that a player is dedicating CP to being more combat effective.
  2. Mixed armour looks really good and I would hate to see layering removed

Perhaps reduce it's effectiveness somehow? Or give it a great effect that doesn't increase total but somehow effects or interacts with the new breach system?


RE: REVIEW - Armour System - Chèvrelier - 01-11-2016

Quote:Could you not make it simpler and balanced for lower armor characters by doing something like breaching reduces the value of armor to each location by 1. So a 4 point plate armor user, after 2 breaches, is equivalent to someone in studded leather, and at 4 breaches they are at a minimum amount that the rules team thinks is fair. Something like armor can't be breached below X number? (I'm sorry, I'm still a new player so my ideas could be dumb lol)

I see the idea here and it is very interesting. I especially like the concept of armour being worth at least one point per location regardless of the number of breaches as a sort of minimum armour value. I will have to think on how this might over value leather though.


RE: REVIEW - Armour System - Sierra Katrian - 01-11-2016

(01-11-2016, 03:14 PM)Briab Wrote:
Quote:Could you not make it simpler and balanced for lower armor characters by doing something like breaching reduces the value of armor to each location by 1. So a 4 point plate armor user, after 2 breaches, is equivalent to someone in studded leather, and at 4 breaches they are at a minimum amount that the rules team thinks is fair. Something like armor can't be breached below X number? (I'm sorry, I'm still a new player so my ideas could be dumb lol)

I see the idea here and it is very interesting. I especially like the concept of armour being worth at least one point per location regardless of the number of breaches as a sort of minimum armour value. I will have to think on how this might over value leather though.

It would mean that leather could never be breached, theoretically. Which is not good.


RE: REVIEW - Armour System - Promises - 01-11-2016

(01-11-2016, 03:14 PM)Briab Wrote:
Quote:Could you not make it simpler and balanced for lower armor characters by doing something like breaching reduces the value of armor to each location by 1. So a 4 point plate armor user, after 2 breaches, is equivalent to someone in studded leather, and at 4 breaches they are at a minimum amount that the rules team thinks is fair. Something like armor can't be breached below X number? (I'm sorry, I'm still a new player so my ideas could be dumb lol)

I see the idea here and it is very interesting. I especially like the concept of armour being worth at least one point per location regardless of the number of breaches as a sort of minimum armour value. I will have to think on how this might over value leather though.

If it were to be implemented, then it would only over value leather in the sense that other things can become as bad as leather, no?
The minimum armor value could also be set as a property of the number of locations covered. IE: 10 locations has minimum 5 armor.


RE: REVIEW - Armour System - Chèvrelier - 01-11-2016

Quote:Last comment, I promise, again I'm new so maybe to gung-ho with bad ideas. Rather than reduce total value of point plate, chain, and studded leather offer. Why not reduce the number of areas that offer points of armor. Like, throat only, instead of throat and back of neck. Even if you reduce the number of spots by 3 you end up with 25 locations and plate offers a maximum of 100 armor that way. That paired with the removal of heavy armor skill makes being crazy high armored actually impossible. Which I think gives value to lower armor characters even, in that while 10 armor is insignificant, its 10% of the total maximum armor value.
Changing locations is being discussed however it is a very delicate issue because of how armour coverage is evaluated. It is important to remember that changes here can invalidate people's existing armour pieces which are often one of the greatest expenses of this hobby.


RE: REVIEW - Armour System - Marek - 01-11-2016

(01-11-2016, 03:18 PM)Sevatar Loken Wrote:
(01-11-2016, 03:14 PM)Briab Wrote:
Quote:Could you not make it simpler and balanced for lower armor characters by doing something like breaching reduces the value of armor to each location by 1. So a 4 point plate armor user, after 2 breaches, is equivalent to someone in studded leather, and at 4 breaches they are at a minimum amount that the rules team thinks is fair. Something like armor can't be breached below X number? (I'm sorry, I'm still a new player so my ideas could be dumb lol)

I see the idea here and it is very interesting. I especially like the concept of armour being worth at least one point per location regardless of the number of breaches as a sort of minimum armour value. I will have to think on how this might over value leather though.

If it were to be implemented, then it would only over value leather in the sense that other things can become as bad as leather, no?
The minimum armor value could also be set as a property of the number of locations covered. IE: 10 locations has minimum 5 armor.

I hit the same, does it make leather to great, as well, it makes getting mastercrafted or legendary leather... well.. no reason to do it right. But I figured, why not pick a static value that it can be lowered to, something that allows a character to play on the weekend mods and not feel pushed out of the ability to contribute for the whole weekend or game. I actually thought to no lower than a total value of 10, to be pretty reasonable. Especially because you could argue that the little amount of armor and area it covers means less overall damage is done to the armor.


RE: REVIEW - Armour System - Marek - 01-11-2016

(01-11-2016, 03:24 PM)Briab Wrote:
Quote:Last comment, I promise, again I'm new so maybe to gung-ho with bad ideas. Rather than reduce total value of point plate, chain, and studded leather offer. Why not reduce the number of areas that offer points of armor. Like, throat only, instead of throat and back of neck. Even if you reduce the number of spots by 3 you end up with 25 locations and plate offers a maximum of 100 armor that way. That paired with the removal of heavy armor skill makes being crazy high armored actually impossible. Which I think gives value to lower armor characters even, in that while 10 armor is insignificant, its 10% of the total maximum armor value.
Changing locations is being discussed however it is a very delicate issue because of how armour coverage is evaluated. It is important to remember that changes here can invalidate people's existing armour pieces which are often one of the greatest expenses of this hobby.

Hmm, I didn't think of it like that, and thats true.