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A different take on animated armour

PostPosted: Friday, 18th April 2014, 15:37
by Lasty
There have been a few proposals for animated armor, much like animated weapons. They've mostly seemed like bad ideas to me, and honestly so does the one I'm about to propose, so I'm posting it directly into CYC. Maybe it'll somehow spark something less silly for someone else.

The idea is that animated armor monsters would equip themselves to you as a melee-range attack. Doing so would override your armor in the affected slot with the crappy animated armor until you take damage equal to the health of the armor monster. When defeated, the armor falls off and is destroyed. So, for example, you might have an animated -2 gloves of {rPois- MR-} monster. It would attempt to get into melee range and then attach its crummy properties to you until you take enough damage, at which point you would revert to your old gloves.

Obviously by this design you could get off the armor by causing self-harm or allowing monsters to hit you; you could limit the former by saying that only non-elemental damage you take applies to the armor monster. The latter might not be that bad, since it's a more risky choice.

So, uh, yeah. I'll just leave that right there.

Re: A different take on animated armour

PostPosted: Friday, 18th April 2014, 19:26
by Knight9910
Setting aside the gameplay reasons this won't work, I would LOVE to know how exactly this would work, in-character.How, exactly does this evil armor somehow manage to remove my old armor and replace said armor with itself without me stopping it?

Re: A different take on animated armour

PostPosted: Friday, 18th April 2014, 19:32
by duvessa
Knight9910 wrote:Setting aside the gameplay reasons this won't work, I would LOVE to know how exactly this would work, in-character.How, exactly does this evil armor somehow manage to remove my old armor and replace said armor with itself without me stopping it?
How much Japanese porn have you watched

Re: A different take on animated armour

PostPosted: Friday, 18th April 2014, 19:36
by Sar
With animated weapons, after you defeat one, you can use it, which I think is kind of cool. Stronger weapons make for stronger enemies (well, usually, I am not really sure how that works) but might be the ones you want to use yourself. With these awful armours... maybe if their positive effects were reversed during their hostility?

Also, "take damage"... so I can spam crappy wands at myself in the corner? Summon some stuff, make it hostile and let it hit me for a while?

Re: A different take on animated armour

PostPosted: Friday, 18th April 2014, 21:12
by Knight9910
duvessa wrote:How much Japanese porn have you watched


Good point, sorry I asked.

Re: A different take on animated armour

PostPosted: Sunday, 20th April 2014, 16:29
by headcrab0803
so i guess they would be an pain in the ass for melee dudes especially when youre wearing your cpa of fire resistance +13 or something

Re: A different take on animated armour

PostPosted: Sunday, 20th April 2014, 19:24
by MyOtheHedgeFox