Shoals Surfer
Posts: 295
Joined: Sunday, 3rd June 2012, 20:05
Idea on differentiating weapons & armour
As for weapons, a lot of the weapons offer really no distinction - makes no difference if you use a great mace or battleaxe.
So what I propose is a system of dividing the damage output of each weapon to two values: blunt damage and sharp damage (name pending). Similarly, the armor rating of each armour would be divided to two values, blunt rating & sharp rating.
So for example, a great sword would deal lots of sharp damage and little blunt damage. A great mace would be the opposite, and axes would be in the middle. Things like staves would only deal blunt damage. Then there's the armours - you'd have "soft" armours that protect more from blunt damage (leather, scale, ring) and hard armours that protect more from sharp damage (plate, splint, banded) and armours in the middle (chainmail?).
I realize this would be a pretty major change to game mechanics and it might not be to everyone's tastes, nor what the developers want to do with the game... It's just something I've been thinking about for a while and I just thought I'd throw this out there.