Armor

Post » Mon Jan 18, 2010 10:16 am

I think it would be really cool if each type of armor had its own special effects. This would make it so that not every high level is wearing a suit of daedric armor -_-
For example:
Glass should deflect arrows (obviously this only counts if the arrow hits a part of your body you are wearing it)
Daedric should have a higher max enchantment level
Orcish should grant +1 strength for each piece of armor equipped
ect.

Questions? Comments? Concerns?

EDIT: I meant to put Armor Perks as the title but, not being able to see my keyboard in the dark, accidentally hit enter instead of shift -_-
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Rebecca Clare Smith
 
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Post » Mon Jan 18, 2010 1:19 pm

How would glass deflect arrows exactly....?
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Valerie Marie
 
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Post » Mon Jan 18, 2010 5:01 am

Perks for wearing complete sets?
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Crystal Birch
 
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Post » Mon Jan 18, 2010 11:55 am

So basically Fallout 3 with some tiny changes to make it more like the Elder Scrolls?
Just enchant the armor.
DERP
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Killer McCracken
 
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Post » Mon Jan 18, 2010 2:15 am

Thats an interesting concept, I think the elven armour and dwemer armor should have been more powerful also. How about it affecting your magicka directly or indirectly...
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jenny goodwin
 
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Post » Mon Jan 18, 2010 2:34 am

How would glass deflect arrows exactly....?


That was the only thing I could think of off the top of my head =P Just an example, but I'm sure you get the idea
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Romy Welsch
 
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Post » Mon Jan 18, 2010 2:27 pm

That would make enchantments really powerful. I think that maybe heavy armor could do things that light armor can't, and light would have it's own advantages.
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SUck MYdIck
 
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Post » Mon Jan 18, 2010 2:26 pm

Perks for wearing complete sets?


Wearing the complete set would grant bigger bonuses, but just read the examples and you will understand...

So basically Fallout 3 with some tiny changes to make it more like the Elder Scrolls?Just enchant the armor.DERP


No, not like Fallout 3. Thanks for the reply though

Thats an interesting concept, I think the elven armour and dwemer armor should have been more powerful also. How about it affecting your magicka directly or indirectly...


Yeah I think ALL basic armor sets (it would get tough to give a unique perk to everything under the sun as there are like 4 different types of fur armor, ect.) should have their own perk.
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Chloe Mayo
 
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Post » Mon Jan 18, 2010 4:08 am

It would be neat, at least something useful also an added perk if you wear a full armor set.
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liz barnes
 
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Post » Mon Jan 18, 2010 10:03 am

Glass helps absorb or reflect magic attacks.

Leather has a small bonus to fire defense(10%) Also very easy to fix.

Daedric - extra enchants(sounds good from the OP) Also give a bad disposition to any regular or good folk. Cause daedric is scary looking.
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Victoria Bartel
 
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Post » Mon Jan 18, 2010 12:27 am

I think leather might burn what about instead a treated leather that you could buy or craft yourself that would be neat. That could resist fire better I would think. :celebration:
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Ells
 
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Post » Mon Jan 18, 2010 1:52 am

Yeah I think ALL basic armor sets (it would get tough to give a unique perk to everything under the sun as there are like 4 different types of fur armor, ect.) should have their own perk.

Glass helps absorb or reflect magic attacks.

Leather has a small bonus to fire defense(10%) Also very easy to fix.

Daedric - extra enchants(sounds good from the OP) Also give a bad disposition to any regular or good folk. Cause daedric is scary looking.


So how big do you pro armor bonus posters want the effects to be? And what about enchanting? How easy, expensive, and powerful should enchantments be?
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Leticia Hernandez
 
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Post » Sun Jan 17, 2010 11:14 pm

I think the effects should be as big and important as is practical.

I mean, I can see fur armor providing some sort of enhanced resistance to cold, and ease of repair, but not much else.

I don't want the armors to have some sort of over-complicated system where each armor has dozens of weaknesses that I have to remember.
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Nana Samboy
 
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Post » Mon Jan 18, 2010 2:25 am


Orcish should grant +1 strength for each piece of armor equipped
ect.




umm.. you mean like enchanting?
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Casey
 
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Post » Mon Jan 18, 2010 1:00 pm

Armor needs some thought. I want special skills for them; light, medium, heavy, and even unarmored (like a monk). I want to be a hunter based on fur or leather armor, but the armor rating system makes it impossible for my (non power leveled) character to survive without the best rating there is. So instead of bonuses and perks, I'm thinking also restrictions and penalties for the heavier materials. The more exclusive (and ugly) an armor material is, the more penalties are given for using it. I.e. walking around in a steel or mithril armor would be considered fairly normal. But glass and daedric should have severe negative impact on i.e. disposition. Maybe other attributes could be affected, like durability, rather than the rather extreme increase to armor rating.
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Sarah Bishop
 
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Post » Mon Jan 18, 2010 7:33 am

Light armour actually needs to be light... It was really silly in Oblivion having stuff like Elven armour classified as light, I mean cmon look at the stuff it was so big and bulky, no thief or assassin would sneak around in that... would love there to be stats changes for wearing different armours, maybe tie it into the armour skill - weaknesses lessen as you get better at wearing the armour and strengths increase... I hate the way the armour system is so linear, it'd be great if you got, say a sneak bonus for wearing leather armour or a bonus versus ethereal enemies for wearing deadric (or silver if they add it back in) the same way those were the weapon types that allowed you to hit ghosts
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Invasion's
 
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Post » Mon Jan 18, 2010 4:16 am

Actually, as long as these effects are passive and not overlapping with enchantments, e.g. +1 strength or such, this is a very good idea.
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Ownie Zuliana
 
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Post » Mon Jan 18, 2010 1:03 pm

If anything, I believe armor should not provide raw stat bonuses like strength (it's not Power Armor). The main point of armor is to protect the wearer, so if anything I would love to see passive defensive qualities on different armor. What a person does with adding enchants is his/her own business ;)

So added protection against fire, cold, blunt weapons, bladed weapons, arrows and such. But armor should have weaknesses too as in restricting your movement, stealth penalties, weakness against certain attacks etc :)
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Adriana Lenzo
 
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Post » Mon Jan 18, 2010 2:09 am

If the various types of armor and materials all had a different balance of basic protection value, "threshold" level to penetrate, percentage of coverage, weight, durability, repairability, and penalties to stealth or magical regeneration or casting, then there would be real reasons to use them. Instead, we were left to pursue the "rat race" of just automatically going with the next "better" one the game threw at our character. The armor that a thief would find most practical should differ from what a barbarian hunter would find most useful, or from what a knight would want. In OB, there was a very noticable and objectionable linear progression in each of the light and heavy categories, so the next thing to come along was always "better" than what you had, and the bandits always seemed to have it first, before you could even buy it.

I would hate to see every item have its own inherent "enchantment", or similar effect. A few specific items might be OK, but not as a general "system". If I want my armor to have special effects, I'll enchant them myself, thank you.

They could even do away with the light/heavy distinction completely, and just let armor be armor. The characteristics of the individual material and design would give each its own niche, which could be far more varied and versatile than just adding back "Medium" armor.
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Catherine Harte
 
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Post » Mon Jan 18, 2010 2:47 pm

Bonus should come from enchantments but I wouldn't mind some sort of boost from having a full set. Although if they all the arrmor parts that MW had I would like to mix and Mach the arrmor a bit. I like having 1 shoulder huge lols
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Nicholas C
 
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Post » Mon Jan 18, 2010 2:32 am

Armor needs some thought. I want special skills for them; light, medium, heavy, and even unarmored (like a monk). I
Well unarmored for a monk is different than unarmored for a normal person, they've got those thick robes which are bulky. Normal people would be wearing pants and a shirt, so we'll call them unarmored when they use that skill. Then we'll make a class for heavy clothing because you can't be as fast, and it takes training to wear a robe in a fight. Armor is so diverse though, we can't just have one skill for light and one for medium and one for heavy. They need a skill for heavy bulky, one for heavy slim, one for medium bulky, one for medium slim... We really need all the armor skills, because sometimes you want the extra protection of medium, but you don't quite need the speed of a slim light armor, so you'd go for a bulky light armor to get you close to what you'd have with medium slim.
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Sam Parker
 
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Post » Mon Jan 18, 2010 8:35 am

No, I really meant unarmored, not protected by heavy clothing. If we split it up, maybe it makes more sense:
* Unarmored - ability for an unarmored person to keep dodging incoming attacks, and deflect weapons by hand.
* Shield - ability to use a shield, and how much damage you're able to absorb through the shield, *when* the blow hits.
* Parry - ability to use main weapon (does not include bows and thrown weapons) to parry an incoming attack.

Shield and parry replaces block, and the unarmored user doesn't have to have these. You can also replace shield with a unique two handed skill, skill branch, or late perk.

A normal person wouldn't have a lot of unarmored training, so they would be easy to hit. So a person trained in these martial arts, would get off more easy with less skills required to stay capable as long as they have the speed and agility, but fewer skills than the persons trained in armor and arms.

The problem lies in making it "work", wrt controls and animations.
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mimi_lys
 
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