SuggestedArmor Rework!

3 months ago

DOCFOX

103 Total Respect

DOCFOX

103 Respect

3 months ago

Good morning!

An idea I've been toying around with for a while, ever since the quality addition to weapons and armor, are unique armor perks.  Currently everyone is just striving to obtain the most expensive armor in the game and disregard everything else because armor rating is all that really matters.  But a thought I had is that each type of armor (not necessarily all of them, though) could have inherent "benefits" or "downsides" to wearing them.  Trade-offs depending on your build, what you hope to defend against, or countermeasures to the strengths of those you'll be attacking!  It would admittedly require quite a bit of coding and tweaking both in terms of perks, the strength of these perks, and the cost of the armors themselves to maintain balance, but allow me to give some examples:

Trenchcoat: 5 Armour (Average % boost to Agility + Accuracy, small % penalty to Defense, increased incoming damage from Dog attacks

Covert Stab Vest: 7 Armour (Small % boost to Accuracy, slight % damage reduction to incoming melee weapon attacks--[secondary weapons like baseball bat], increased incoming damage from Dog attacks)

Ballistic Vest: 10 Armour (Small % boost to Agility, slight % damage reduction to incoming ballistic secondary weapon attacks)

Kevlar Weave Vest:  15 Armour (Average % boost to Agility, slight % penalty to Accuracy)

Carbon Fiber Vest: 20 Armour (Small incoming Grenade damage reduction)

Armoured Suit:  25 Armour (Small % reduction to all incoming secondary weapon damage and incoming Dog damage)

Ceramic Plate Carrier Vest: 30 Armour (Small % reduction to all incoming primary weapon damage, small % penalty to Strength.)

Riot Suit: 35 Armour (Moderate Illuminating Grenade effect reduction, small % penalty to Agility)

Tactical Plate Armor: 40 Armour (Moderate Stun Grenade and Flash Bang Grenade reduction, small % penalty to Accuracy, small % boost to Defense)

Blast Suit: 45 Armour (Significant incoming Grenade damage reduction, average % penalty to Accuracy and Agility, small % boost to Defense)

New-Age Combat Fatigues: 50 Armour (Halved incoming Dog damage, slight % reduction to secondary weapon damage, slight % penalty to Strength, small % boost to Defense)

Full-Body Armour: 55 Armour (Small % reduction to incoming primary weapon damage, small % penalty to Strength, Agility, and Accuracy, small % boost to Defense)

Please note that these are just estimations of the kinds of traits we could assign to armor, but it would incentivize different players with different builds to try out different types of armor instead of encouraging everyone just to go for the objectively best one.  ^^

If you're fond of the idea and have recommendations, suggestions, or tweaks, please chime in.  This whole thing would need to be balanced and tested before any kind of implementation could occur.  Thank you for taking the time to read it!

Responses

3 months ago

QUACK

275 Total Respect

QUACK

275 Respect

3 months ago

An interesting idea but I feel like having all these perks on lower armour items would be kind of pointless. If something like this were to be implemented I think it would be better if it was similar to dogs. Each armor can get one of multiple different perks which is distributed at random either at the items creation or by giving it some sort of boost like the current special dog food.

3 months ago

DOCFOX

103 Total Respect

DOCFOX

103 Respect

3 months ago

An interesting idea but I feel like having all these perks on lower armour items would be kind of pointless. If something like this were to be implemented I think it would be better if it was similar to dogs. Each armor can get one of multiple different perks which is distributed at random either at the items creation or by giving it some sort of boost like the current special dog food.

QUACK - 07/08/2024, 14:09:09


That's a fair suggestion!  My initial reasoning for the perks on the lower armour items is because typically Agility users don't really have any reason to even wear armor.  Most of them don't even train Defense very high (if at all) so if they get hit, they're done for!  The lighter and thinner the armor, the more agile you get--but if you do get hit, it's going to HURT.  A LOT.

Similarly, I put significant combat stat downsides on the best defensive armors because the bulkier gear you wear, the better protected you are, but the harder it's going to be to swing hard, hit accurately, and evade attacks.  ^_^