TES's weird armor system

Post » Tue Jan 04, 2011 1:18 pm

In real life any idiot with $100-$200 can afford a handgun on the black market, or in some gun shops. Even although, yes the government does what it can to crack down on trafficking firearms, they don't really have the fear of uprising struck into their hearts by virtue of how easily armed the average U.S. citizen can be. So feasibly the only time such a government might restrict the ability of its citizens to arm themselves is when uprisings are a very imminent and serious threat. Otherwise it is usually within the rights of citizens to protect themselves.
Also factor in communication. Dictatorships are all about putting down revolutions.

using armor properly does indeed take training. you cant just stick a full suit of armor on and expect to carry it like a tuxedo. it takes time and practice to get used to the movement limitations and the weight itself. most special forces dont use body armor precisely because it inhibits their movement.

not so much an issue with full plate armor but with other types of armor especially ones that didnt cover everything, there was indeed a way to "wear" the armor. soldiers were trained to slash at an enemies exposed inner thighs, that meant pretty much instant death. in turn soldiers had to keep from exposing such weak areas to the enemy. that is essentially using your amor skill. while it doesnt take as much practice as learning to shoot a long bow. if you have to warriors who equally trained but neither has ever worn heavy armor......put a suit on one of them and i pretty much guarentee the other guy is simply going to wait for the turtle to wear himself down and then hit a weak spot such as the visor or underarms. there was also a portion of a medievel training manual which was thought to be a training guide that showed getting knocked over and getting up quickly while wearing a bunch of steel.
I would bet everything I own on the man in heavy armor if they were both trained the same. Everything.

They got up quickly because the armor wasn't that heavy or restrictive. Hell, knights could do backflips and jump onto their horses in full combat armor. It weighted less than a modern soldier's kit, and it was strapped all over a person's body.

The empire should designate certain arms and armor as "martial", and restrict ownership and sale to members of the Fighter's Guild in good standing (and even then, only higher ranking members should be granted a license for ebony, daedric, or enchanted arms). Well, it's more realistic based on what we know of civilizations and history (not to mention guilds -- what kind of guild doesn't punish practitioners who don't join the guild?), but of course it isn't too fun for adventurers.

On the other hand, it adds a little color to the setting to help differentiate between the tame, civilized urban areas, and the areas effectively outside of the reach of imperial law, where every other person straps a blade to his back for protection. And it's a reminder of the drawbacks of the Empire -- how much of an obstacle it can be if you're on the wrong side of law or, (more likely, as an adventurer) the wrong side of the elites' idea of "order".
Yes indeed, and though I'm not sure the fighter's guild is the way to go. The nobles would take care of the upper ends of the armor anyway, and with the cost I don't think they would need to regulate the upper end armors. For the lower end armor and weapons, I think the town marshalls should each have their standards. It's up to the local noble to keep the people in line how they see fit, the empire overall probably wouldn't deal with the minutiae of who gets what weapon.

I'm not trying to point out how guns and armor are similar. I'm pointing out how they serve similar roles in different times, they both help to make the average person slightly more dangerous in their time era. So a government in either era might see the same threat. Therefore, they might want to regulate them similarly.

As for poorly armed civilian defeating armed U.S. forces, I believe you must not be well informed about Vietnam. We were defeated by a bunch of poorly armed civilians, not because we were outnumbered, not because we were out gunned. We lost Vietnam because we thought they couldn't win, and we got out thought. The tactics the Viet Cong used were far more thought out than we imagined, and they made American Morale deplete. In any war either side can win, if they play smart, regardless of resources, so I would not underplay the position of a government to step in. Especially in a more middle ages like environment, where the same spectrum of weapon capacities don't exist. Its much easier to fight a man who has a sword, shield, and full-plate with a knife than it is to take a tank with a pistol. So the threat is ever more real.

Plus magic can't really be regulated easily so I'd imagine that that downplays the empire need to regulate arms and armor because anybody who wants to learn to fight, but can't afford a weapon, might not have a hard time learning to use some simple spells. The fact that most prisoners come out of imperial jails knowing to cast a fireball spell speaks to the fact of how easy it is to learn some simple spells.
Magic is very easy to regulate, you've seen the guild in the games before. They coldly murder anyone who won't follow the guild's lead. They don't kill the ones they can't find.

As for Vietnam, you are correct. They succeeded because they were willing to do things we weren't. Of course there is no doubt that the U.S. could have prevailed in the Vietnam conflict, but the result would have been several times worse for the populace.

No the equation wouldn't have to be re-written. But every character would have to have an assigned defense. Then armor would have to have a variable stored which would adjust it. The concept is simple enough, but you'd have to go back and modify EVERY item and person to make it work. Its not a matter of simplicity or computing power, its a matter of time in going back and modifying all that previous content and taking all that time.

Yes, but those games were developed with such content in mind. Your talking about stuff that goes into the development of the tools that go to be used in the development of the game. You have to modify the toolset to effectively implement it. It'd be like building a house and then deciding when it was finished that you wanted a basemant. A basemant isn't some advanced piece of technology, but you might have wanted to decide that you needed one before the rest of the house was made, because changing that after the fact is a lot harder than developing with it in mind.
So you're saying you would prefer the armor system we're talking about. Very good.

I'm for revamping the armor system as well as the injure system to include different kinds of damage and how armors block damage.

Attack strength should be based on momentum and the type of weapon. Some weapons are not able to penetrate some armors, they will bounce off of them, but they still carry over the momentum, this is why blunt weapons would be effective in some situations a sword isn't.
Armors could simply be based on a calculation, take the armor material (this in itself having a few variables like flexibility, mass and special properties) + it's thickness + the quality = maximum resistance/weight. The craft type can determine against which attacks it protects better, some are better against stabs, some better against slashes, some better against blunt impacts, also how "cumbersome" the armor is (some armors being harder to move in, having more mobile parts or stiff plating). Plus some material have different capabilities like leather being fireproof but also protection against heat better while metals transfer heat.


Of course locational damage should come into this too, a glove doesn't protect your head, wearing a chest plate doesn't protect your back. Only wearing strategic armoring can be a huge advantage as it gives you more mobility and weighs less.

Like this it wouldn't even need a full out physics based system, the armor is simply based on values it adds up to numbers, and for the damage it does the same process (speed of attack, weight of the weapon, center of weight, sharpness...). The only physics it kinda should take into account is where you hit and the relation between you and the target (targets movement, angle of the hit...).
Which is why every weapon would have a rating for every type of attack. A sword slash would have low piercing and blunt damage with high slashing damage, a sword thrust would have much piercing and low slashing, with blunt determined by the type of armor.
User avatar
jess hughes
 
Posts: 3382
Joined: Tue Oct 24, 2006 8:10 pm

Post » Wed Jan 05, 2011 12:50 am

According to several online sources, chain-mail is actually lighter than full plated armor. This combined with my previous point, I don't really see the argument here.
User avatar
lauraa
 
Posts: 3362
Joined: Tue Aug 22, 2006 2:20 pm

Post » Wed Jan 05, 2011 1:11 am

Oops, might be right then, what I read was that mail is more encumbering than plate because it is only supported from the shoulders and the waist. Makes sense that it' lighter, but that still doesn't justify it being light armor. And 70 gold sounds a lot, but it's nothing. My character can crawl off a prisoner boat and buy one :brokencomputer: .
User avatar
Sammie LM
 
Posts: 3424
Joined: Thu Nov 30, 2006 1:59 pm

Post » Tue Jan 04, 2011 9:35 am

Oops, might be right then, what I read was that mail is more encumbering than plate because it is only supported from the shoulders and the waist. Makes sense that it' lighter, but that still doesn't justify it being light armor. And 70 gold sounds a lot, but it's nothing. My character can crawl off a prisoner boat and buy one :brokencomputer: .


Mail was often heavier than plate, but it was more flexible, and more forgiving of fit. A properly jointed and fitted suit of plate was superior to the chain in almost every respect, but you couldn't afford to individually custom fit plate armor for everyone in your army, or modify the suit whenever the wearer grew or "filled out". The chainmail shirts were able to fit anyone within a certain size range.

It always struck me as odd that you could pick up any piece of armor in the TES games and wear it with no alterations, unless you were an Argonian or Kajiit trying to wear a pair of boots or a helmet. I guess that the armor in Tamriel is all made of flexible materials, so it can snugly fit a Bosmer, and yet stretch enough to accommodate an Altmer, Orc, or Nord.
User avatar
Joey Avelar
 
Posts: 3370
Joined: Sat Aug 11, 2007 11:11 am

Post » Tue Jan 04, 2011 3:02 pm

According to several online sources, chain-mail is actually lighter than full plated armor. This combined with my previous point, I don't really see the argument here.

Modern chain-mail is lighter because they make it out of aluminum because weekend reenactors have trouble wearing it. Even the steel is a high quality with thinner rings for a lighter suit. We need to find out how much a set of chainmail armor from the early 1200's would weigh. The kind with rivets.
User avatar
Josh Lozier
 
Posts: 3490
Joined: Tue Nov 27, 2007 5:20 pm

Post » Tue Jan 04, 2011 8:11 pm

Modern chain-mail is lighter because they make it out of aluminum because weekend reenactors have trouble wearing it. Even the steel is a high quality with thinner rings for a lighter suit. We need to find out how much a set of chainmail armor from the early 1200's would weigh. The kind with rivets.


The weight of chainmail also varies considerably by type, thickness, etc. Using single versus double rings makes a huge difference; going with thicker or thinner rings of larger or smaller diameter, or doubling it in key locations, will also affect the overall weight. Iron was used for the vast majority of medieval and ancient chainmail; steel was too rare and expensive to waste on chainmail until it was already "obsolete".

Plate armor also varied in thickness. Earlier pieces, strictly iron, were fairly heavy. Steel, expensive as it was, allowed for a much lighter suit. Jousting armor was reinforced in the front, but was typically too heavy for "field" use. Later "bulletproof" cuirasses (such as the Conquistadores wore) were extremely heavy, leading to everything but the curiass and helmet eventually being abandoned, or replaced by lighter and weaker materials such as leather.

My suspicion is that it would be hard to draw a "valid" conclusion about weight, because both chain and plate armors varied so extensively. Neither was "light", though, by any standard.
User avatar
leni
 
Posts: 3461
Joined: Tue Jul 17, 2007 3:58 pm

Post » Tue Jan 04, 2011 12:03 pm

The weight of chainmail also varies considerably by type, thickness, etc. Using single versus double rings makes a huge difference; going with thicker or thinner rings of larger or smaller diameter, or doubling it in key locations, will also affect the overall weight. Iron was used for the vast majority of medieval and ancient chainmail; steel was too rare and expensive to waste on chainmail until it was already "obsolete".

Plate armor also varied in thickness. Earlier pieces, strictly iron, were fairly heavy. Steel, expensive as it was, allowed for a much lighter suit. Jousting armor was reinforced in the front, but was typically too heavy for "field" use. Later "bulletproof" cuirasses (such as the Conquistadores wore) were extremely heavy, leading to everything but the curiass and helmet eventually being abandoned, or replaced by lighter and weaker materials such as leather.

My suspicion is that it would be hard to draw a "valid" conclusion about weight, because both chain and plate armors varied so extensively. Neither was "light", though, by any standard.

I agree.
User avatar
gary lee
 
Posts: 3436
Joined: Tue Jul 03, 2007 7:49 pm

Post » Tue Jan 04, 2011 7:13 pm

Oops, might be right then, what I read was that mail is more encumbering than plate because it is only supported from the shoulders and the waist. Makes sense that it' lighter, but that still doesn't justify it being light armor. And 70 gold sounds a lot, but it's nothing. My character can crawl off a prisoner boat and buy one :brokencomputer: .

But you're trying to argue realism here, not game related trends.
70-85 gold coins is A LOT of money realistically. In game? Not really. But if you're going to take that approach, then you shouldn't be arguing for realism at all.
User avatar
Nick Tyler
 
Posts: 3437
Joined: Thu Aug 30, 2007 8:57 am

Post » Tue Jan 04, 2011 12:02 pm

It IS cheap, a little shack in the waterfront district costs 2000 gold coins! Simple things like decoration cost 400!
And you can't say 70 or 85 is a lot of money if you can just buy one crawling out of prison, what else are we going to measure coin value in?
User avatar
gandalf
 
Posts: 3400
Joined: Wed Feb 21, 2007 6:57 pm

Post » Tue Jan 04, 2011 7:09 pm

It IS cheap, a little shack in the waterfront district costs 2000 gold coins! Simple things like decoration cost 400!
And you can't say 70 or 85 is a lot of money if you can just buy one crawling out of prison, what else are we going to measure coin value in?
It is true that basic plate armor should cost more than the average house.

To that note, the average house needs to be much crappier and in greater supply.
User avatar
Michael Korkia
 
Posts: 3498
Joined: Mon Jul 23, 2007 7:58 pm

Post » Tue Jan 04, 2011 10:52 am

It IS cheap, a little shack in the waterfront district costs 2000 gold coins! Simple things like decoration cost 400!
And you can't say 70 or 85 is a lot of money if you can just buy one crawling out of prison, what else are we going to measure coin value in?

But you're trying to argue using realism on why the armor system is so daft. It doesn't make sense that you're using game logic to argue realism.
User avatar
Barbequtie
 
Posts: 3410
Joined: Mon Jun 19, 2006 11:34 pm

Post » Tue Jan 04, 2011 3:51 pm

But you're trying to argue using realism on why the armor system is so daft. It doesn't make sense that you're using game logic to argue realism.

He's not arguing realism, he's arguing reasonability in the economy. Adjustment.
User avatar
Liv Staff
 
Posts: 3473
Joined: Wed Oct 25, 2006 10:51 pm

Post » Tue Jan 04, 2011 9:02 pm

He's not arguing realism, he's arguing reasonability in the economy. Adjustment.

I'm referring to the original post.
User avatar
xemmybx
 
Posts: 3372
Joined: Thu Jun 22, 2006 2:01 pm

Post » Tue Jan 04, 2011 9:47 pm

I'm referring to the original post.
I'm not using realism? I'm not using game logic, because in reality a poor newly released prisoner can't buy a plate cuirass either.
User avatar
Life long Observer
 
Posts: 3476
Joined: Fri Sep 08, 2006 7:07 pm

Post » Tue Jan 04, 2011 9:42 pm

I'm not using realism? I'm not using game logic, because in reality a poor newly released prisoner can't buy a plate cuirass either.

I agree with that statement, but you're not understanding money value. Realistically, 70 gold coins is a lot of money. If you're going to attempt to argue realistic and plausible facts with in-game information, then your statements have no credibility.

To simplify this, you're saying that no schmuck can get out of prison with almost nothing to his name and buy a suit of armor. Then you state that 70 gold coins is not a lot of money. It doesn't make sense.
User avatar
Laura Mclean
 
Posts: 3471
Joined: Mon Oct 30, 2006 12:15 pm

Post » Tue Jan 04, 2011 4:08 pm

I agree with that statement, but you're not understanding money value. Realistically, 70 gold coins is a lot of money. If you're going to attempt to argue realistic and plausible facts with in-game information, then your statements have no credibility.

To simplify this, you're saying that no schmuck can get out of prison with almost nothing to his name and buy a suit of armor. Then you state that 70 gold coins is not a lot of money. It doesn't make sense.
70 gold coins aren't a lot of money, an apple is worth one gold coin. Or wait, they aren't even called gold coins, just "septims". That the money doesn't make sense and that the economy is screwed up is another thing. Why are you using this to argue against an improvement of the armor system?
User avatar
Pixie
 
Posts: 3430
Joined: Sat Oct 07, 2006 4:50 am

Post » Wed Jan 05, 2011 1:21 am

To simplify this, you're saying that no schmuck can get out of prison with almost nothing to his name and buy a suit of armor. Then you state that 70 gold coins is not a lot of money. It doesn't make sense.

The first part of that statement, related to the schmuck getting out of prison, is what happens in real life and what should happen in game. As of now, this part of the statement is not true for Oblivion.
The second part of that statement, related to gold coins, is currently true for Oblivion. In game, 70 gold is not a lot of money.
User avatar
barbara belmonte
 
Posts: 3528
Joined: Fri Apr 06, 2007 6:12 pm

Post » Tue Jan 04, 2011 11:22 am

70 gold coins aren't a lot of money, an apple is worth one gold coin. Or wait, they aren't even called gold coins, just "septims".

http://www.uesp.net/wiki/Oblivion:Gold#Gold And the apple is one gold coin because there is no lesser form of currency.

That the money doesn't make sense and that the economy is screwed up is another thing. Why are you using this to argue against an improvement of the armor system?

The same could be said for why you are using it to argue for an improvement to the armor system.
User avatar
Roisan Sweeney
 
Posts: 3462
Joined: Sun Aug 13, 2006 8:28 pm

Post » Tue Jan 04, 2011 11:11 am

The first part of that statement, related to the schmuck getting out of prison, is what happens in real life and what should happen in game. As of now, this part of the statement is not true for Oblivion.
The second part of that statement, related to gold coins, is currently true for Oblivion. In game, 70 gold is not a lot of money.

I'm saying that he's using logistics found in real life and then backing it up using information gathered from the game, which doesn't make sense.
User avatar
Steeeph
 
Posts: 3443
Joined: Wed Apr 04, 2007 8:28 am

Post » Tue Jan 04, 2011 8:03 pm

The economic system is flawed, that doesn't have anything to do with what I'm talking about.
User avatar
Ricky Meehan
 
Posts: 3364
Joined: Wed Jun 27, 2007 5:42 pm

Post » Wed Jan 05, 2011 1:00 am

I'm saying that he's using logistics found in real life and then backing it up using information gathered from the game, which doesn't make sense.

Would it clear things up if we said that real world gold =\= Elder Scrolls gold?

EDIT: If not that then maybe the Ebony Warhammer should be closer in valuer to the steel equivalent considering it's not THAT much better?
User avatar
Juliet
 
Posts: 3440
Joined: Fri Jun 23, 2006 12:49 pm

Post » Tue Jan 04, 2011 9:18 pm

One thing I have noticed to be fairly common among the community here is that alot of people want either new things or to expand things such as armor in this thread, and yet people always seam to say something is "too much to ask for" or "the game is not based off of that its...." Im my opinion an RPG is a game where you are allowed to chose how you want to play the game correct? Now I agree 100% with the OP because making things such as combat, armor, weapons, exploration, communication, etc more deep should be the main priority gameplay wise. Making the story deeper and more compelling is the priority story wise and should also be a priority in making side quests(which I feel many should feel just as grand and rewarding as the main quest). I come from a great mixture of RPG and general shooting games and I feel gameplay should never faulter either so making everything about the gameplay its self deeper and more compelling should be just as much a priority as story.

tl:dr
many people seam to think that asking for more is "too much" when honestly we all know we are going to get an amazing story so I believe putting effort into making the gameplay and everything involved in what the player does and choses to be deeper and more compelling, and therefore more fun and rewarding especialy in a time where most gamers have the attention span of a acorn.

OP
Making armor more deep would be a great addition to gameplay. With the addition of multiple values to the armors ability to protect you as stated before would require the addition of multiple types of damage. Good thread
User avatar
Svenja Hedrich
 
Posts: 3496
Joined: Mon Apr 23, 2007 3:18 pm

Post » Tue Jan 04, 2011 12:38 pm

@shades you misread my statement . if both combatants had no training in full armor im putting my money on the guy without armor. of course knights can do all sorts of things in armor, they train in it. you take some schmuck off of a farm and put it on him he will wobble and after awhile he will tire out. all the other guy has to do is keep feinting and eventually wear the armored guy down.
User avatar
Jacob Phillips
 
Posts: 3430
Joined: Tue Aug 14, 2007 9:46 am

Post » Tue Jan 04, 2011 10:58 am

I think maybe the OP is forgetting one thing. This is TES ( bethesda's fantasy world ) .

I do think that adding a slashing/blunt/pierce defense/attack system would make the armor rating system much more fun and challenging. If anyone played Demon's Souls here they had quite a nice system almost forcing you to bring multiple types of weaponry and spells to defeat monsters with different armor/resistance types.

In the end though, it's they're world. So if they decide in Tamriel peices of armor are called something else then in the real world, or if that armor is cheap and accesible to anyone. Then thats what it is.
User avatar
Project
 
Posts: 3490
Joined: Fri May 04, 2007 7:58 am

Post » Tue Jan 04, 2011 7:56 pm

It's a suggestion, bethesda can do whatever they want.
User avatar
Crystal Birch
 
Posts: 3416
Joined: Sat Mar 03, 2007 3:34 pm

PreviousNext

Return to The Elder Scrolls Series Discussion