I've noticed that we research better grades of armor and weapons. I'd like to request that it changes. I think grade of things created should reflect the skill of the creator (with a very small chance of good or bad luck) I think this would add to the game in many ways, as it would give a reason to create poop equipment.
I, a always with my requests, have searched for this on the forum, no dice. I apologize if this is already requested, but if it's not what do you think?
Make the grade of armor/weapons skill based
I agree, the grade of the weapons and armor isn't going to improve simply because you looked at a diagram. That being said, it should be a sort of hybrid system in regards to armor. You should be able to research improved versions of armors that are simply better than their predecessors. What I mean by this is they do things like provide more coverage for instance and that should be reflected in the nuances of the different armor models in game(Perhaps version 2 of one armor adds shoulder protection where it didn't previously exist as an example). Swords however, are a matter of skill with the one who makes them. The same logic applied to armor doesn't necessarily apply to swords.
I can see what your saying, what would be even more enjoyable is if custom armor were makable.
Example: I like the overcoat and heart protector, why not combine the two? Perhaps even add in some different things.
Also I imagine your system might work out in this manor (basic example)
Example: my smith (skill 5?) makes a heart protector, which has I think 40% chest and 20% stomach coverage. Well since my smith is terribly unskilled it might come out with 30%/5% instead and lesser stats of protection, maybe even weigh a bit more? As a good smith can find use with smaller amount of metal (course it'd have to be balanced with the fact it covers less and therefore there's less armor) but perhaps my level 45 smith would make a heart protector with 65%/40% and then an additional 5% for each arm (adding a simple thin plate across the arms?)
How does this sound?
Example: I like the overcoat and heart protector, why not combine the two? Perhaps even add in some different things.
Also I imagine your system might work out in this manor (basic example)
Example: my smith (skill 5?) makes a heart protector, which has I think 40% chest and 20% stomach coverage. Well since my smith is terribly unskilled it might come out with 30%/5% instead and lesser stats of protection, maybe even weigh a bit more? As a good smith can find use with smaller amount of metal (course it'd have to be balanced with the fact it covers less and therefore there's less armor) but perhaps my level 45 smith would make a heart protector with 65%/40% and then an additional 5% for each arm (adding a simple thin plate across the arms?)
How does this sound?
[USA+] if you can see me your already dead- my CoD MW3 quote
this would be awesome.... making the skill to make weapons with some kind of heavy progression difficulty.... like... you should REALLY spend time forging weapons to increase it. but in the end, your smith would be able to make legendary weapons. and then the faction leaders will ask you to sell them a legendary katana for himsef or his generas.... ad then you have to think (these ae really powerfull weapons) if u want to give that kind of power to a potential enemy.... of course they will take a lot of time to be made.... and they cost like a kings ransom....
i would love to see that happening....
i would love to see that happening....
- philthymcnasty
- Posts: 736
- Joined: Wed Apr 10, 2013 11:57 pm
I like how the skills are set up. You research Edge V weapons, so you have your forge set up to make very nasty swords, however, if i get a newbie to start work on it, they will be at it for several days. This becomes a nuisance when you base is attacked every five minutes(which it will be when diplomacy is finished). This fits into the lore, as most of the in game buy able weapons are made by slave labor.
I would however, like to see a failure percentage introduced. For example, if i put a newbie at it, instead of an edge V sword, they fail and make either a broken sword, or one of lesser quality.
This allows for a new mechanic: sword testing, where we can take prisoners, tie them to a bench, and see if the sword cuts them in half.
I would however, like to see a failure percentage introduced. For example, if i put a newbie at it, instead of an edge V sword, they fail and make either a broken sword, or one of lesser quality.
This allows for a new mechanic: sword testing, where we can take prisoners, tie them to a bench, and see if the sword cuts them in half.
I think skilled forgets might make it wuicker? Or slower who knows >.< I just know no matter how much I stair at a Picasso I can't paint one perfectly. But, if I practice over along period of time I can Alger closer and closer, while also giving it my own take. Also would be nice to have a sort of weapon reach stay on there, perhaps you could pick when you create a weapon something like:
Create club: short, long, or medium? Sharp or dull? Etc.
Some choices in that might bring some awesome features, I always wanted to walk about with a big meaty club >.< because why should I have to make weapons the same as generic? My smith is unique is he not? So wouldn't some sort of customization in game be important?
Create club: short, long, or medium? Sharp or dull? Etc.
Some choices in that might bring some awesome features, I always wanted to walk about with a big meaty club >.< because why should I have to make weapons the same as generic? My smith is unique is he not? So wouldn't some sort of customization in game be important?
[USA+] if you can see me your already dead- my CoD MW3 quote
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