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Modular Armour / Advanced Training

Posted: Mon Oct 29, 2012 12:42 am
by Sydious
First off, the modular armour.
This idea has been runnin around in my head since long before i started playing this. Basically, being able to pick and choose bits n pieces of armour to wear offers more ability to protect whats important. U could vary the resist's on eash peice acording to your style of play. Like extra protection for your sword arm and your chest, a neck guard to protect against shaving cuts.
Plus, clothing, why must we be all but naked when attempting to wear armour. Things like pants, shirts ect. should be able to be worn even with armour. same as hats and mask's. as mask cover the face not the head.

Now, Advanced Training.
I noticed that where the training is concerned its very limited. My thought was a simple one. The ability for your ppls to 'spar' with each other. would offer all around training. Attack, Defence, Dexterity.

I do hope you like these idea's as i dont have many that often. and when i do my kids get scared.

Re: Modular Armour / Advanced Training

Posted: Mon Oct 29, 2012 3:29 am
by toxiciron
Modular armor? Sounds pretty sweet! The only problem there is implementation wouldn't be all that simple... Chris would have to recode armor slots and have armor that can take up multiple slots and be able to put multiple pieces in a single slot... bleh, sounds like a coding nightmare to me... not saying it's a bad idea, if this were in-game, I would definitely think 'twere awesome! :D
And there have been many posts on the advanced training bit, just saying...

Re: Modular Armour / Advanced Training

Posted: Mon Oct 29, 2012 7:54 am
by Sydious
Hmm. Really shoulda looked at the other post's lol. However, I stand by my concept for the modular armour. If i could figure out how to mess with the const.set and alter the UI system for the inventory I could probably do half the work for him. But everytime I sit down to try real life gets in the way. wish my kids would grow up and move out already

Re: Modular Armour / Advanced Training

Posted: Mon Oct 29, 2012 5:20 pm
by Marcuss2
Added to suggestions list

Re: Modular Armour / Advanced Training

Posted: Sun Nov 11, 2012 5:36 pm
by Mask
Would love modular armour. It'd be especially great for a medieval mod. Not sure how difficult it would be to implement, at the moment.

Re: Modular Armour / Advanced Training

Posted: Thu Apr 11, 2013 4:05 pm
by Smiley
Ill just necromance this topic, since its on the suggestions list.

Wanna talk about advanced training, or give my opinion.

Hmm so ive seen a bit of topics on this subject now where people wanna learn there cb skills while not having the dangers of actual cb.

While i think ive heard chris say that in this game u gotta earn /work for the skills u have....
And its about survival...

I dont think either sparring or using a very advanced training dummy is working or surviving for it.
Since this will be the most likely example ill use it: What people will be doing if u can spar then u just let like 30 characters spar with eachother, raising there skills while doing something else in the meanwhile. in the end ull have alot of good fighters that havent even seen an enemy up close.



This might be exactly the reason why Chris only let dummies raise 1 skill to a low/medium amount.
Offc only he can answer Why he does it.

This would not be my idea of working for skills... .

Offc, i do agree if u say fine u can spar with someone to the max of 25points in cb skills.
Aslong as its limited to a low/medium amount.

Offc what some people did with an enemy as sparring partner. that takes time and effort and its not without any risk.

I would rather have some sort of arena where u can fight to the dead, or give up and pay for ur defeat instead of ur life...

Modular Armor

Posted: Sat Nov 15, 2014 12:36 pm
by Ozark Tempses
This thread is about the implementation (?) of modular armor.
But what is modular armor?
Let me explain.
Kenshi has a system based on items slots which are fixed and cannot move.

The Pros:
It's pretty easy to use and understand
Once you find a plate, you have your whole armor.
Almost no bugs
Easy to modify by Captain.
The cons:
Not much diversity
Flexibility is not very advanced

This is pretty nice but as you can see, there are a TWO drawbacks, namely the fact that all of your guys look the same, and also the fact that it is kinda difficult to change your armor to fit your desire without changing it entirely.

So, what about this modular armor-thingy I keep talking about? :!:
Well, instead of just one slot for one object, each slots would be similar to the inventory.
So that means yeah, you can put a turban and a helmet.
That also means no, you won't be able to put two helmets or a katana on your head (why would you even do that, you weirdo? :shock: )
But what you could do would be putting glasses (which for now remove your helmet and your hair), a tagelmust, and a spiked helmet. Together. You would just have to give one item the designation "Face Accessory", one item "helmet" and the last one "head-cushion"(yeah I didn't know how to name that one, got a problem with that, punk? :evil: )
But it would also work for your torso, instead, you would have "left sleeve", "right sleeve", "torso".
Naturally, some items would come with multiple designations filled, so that no item overlap. But for some of these, maybe you could separate the parts and go from a "torso+left sleeve" to "torso" and "left sleeve".
I named these two exemples, but really, the only limit is the number of designation you want to have and the total number of slots. You could put a clothing layer, a chainmail layer, an armor one, and get your custom juggernaut.

So let's recap this, shall we? :arrow:
Cons:
A lot more work for Chris (at least I think so)
Also a lot more buggier because objects could overlap, and collide
A bit more complicated to understand
http://tvtropes.org/pmwiki/pmwiki.php/M ... owPimpGear

But don't worry, I didn't come here to tell you my idea is crap :)
Pros:
Ton of flexibility in regard to defence
Good looking armors
Asymmetrical armor
You would have to collect more parts in order to have a set of armor(bit of a challenge)

Conclusion(in my opinion at least):
While it is true that the current armor system is nice, I think a little variety could help making the game more immersive. That, and the fact that being able to customize your armor further would make you more useful in combat.
Thus, while there are some drawbacks(which I believe could still be solved through more work or modding), this is something that could be good for the game.
Down, you will find an "example" of what I am talking about(actually a bug, since when one of my character dropped the loot, the two object hovered at the exact same place and "fused".
Image
I apologize for the low quality of the texture, but my PC isn't a high-end one, so deal with it 8-)
I also apologize for the eventual errors of language, since english is not my primary language.

I'm not here regularly, but I frequently check the forum to see what is new, so if anyone has a bit of trouble understanding the concept, I will try to explain It a bit better.

Re: Modular Armor

Posted: Sat Nov 15, 2014 7:18 pm
by Xx BoD xX
Awesome. And while were at it make it so we could do the same with weapons. The better the smith the more options you have (slots) for making a unique weapon or armor.

Re: Modular Armour / Advanced Training

Posted: Sun Nov 16, 2014 7:07 am
by souruCL
@Smiley

I see your concerns, but I feel as though this can be avoided.

If there is a combat experience multiplier that increases when facing a stronger opponent and decreases in the latter case, then could the same principle not apply to one character who has fought the same character numerous times? In other words, on-top of the fact that as your character gets stronger, weaker opponents will yield less combat experience: fighting the same individual multiple times will gradually decrease the amount of experience they attain - just as in reality, where two opponents who have fought together often will be able to better counter the other's style.

Once this point is reached, gladiator arenas and other official fighting arenas could become a bit of a necessity and still provide real-life combat experience. Perhaps each arena could have their own multipliers as your character advances through the ranks/tournaments too.

In doing this, Kenshi is given a much larger motive than running around hunting bandits to playing the game like an RPG instead of having all the meat in the city-building.

(I'm sure this has all been requested before, but I've yet to see this particular organization of ideas so hopefully it's acceptable.)

Re: Modular Armor

Posted: Sun Nov 16, 2014 5:52 pm
by Ozark Tempses
Actually, yes, I wasn't thinking of the weapons, but I guess this could work...
But yes, you would need levels in blacksmithing or have a special equipment to separate two pieces of armor.

Re: Modular Armor

Posted: Sun Nov 16, 2014 7:19 pm
by Xx BoD xX
Yeah and it would also have more reason to have a high level smith, since right now there aren't any skill requirements to make anything

Re: Modular Armour / Advanced Training

Posted: Sun Nov 30, 2014 5:49 pm
by Ozark Tempses
That's true.
Well, if there is a cap on how much damage you can do.
We don't want it to raise infinitely, otherwise, you'll kill bad guys in one shot...

Re: Modular Armour / Advanced Training

Posted: Tue Dec 02, 2014 8:27 pm
by Xx BoD xX
Well you can do that currently, if you have a guy who has enough strength swinging a heavy club at people, it literally is a one shot weapon if you hit them in a vital spot. what's the big deal if you earn it? I say if you put in the time, you should be able to be a juggernaught, or master smith or whatever. This is pretty much the premise of kenshi.