Jump to content

Armor Concept.

 Share


Recommended Posts

I'm all for it. Diamond armor moves and slays like a tank, it will be more strategic the way you have these armor plugins working. This will make it so that not everyone is wearing diamond during war, there will be more strategy behind your choice of armor set.

Sieging a castle for example in terms of defense.

Archers along the walls with chainmail helms and leather armor so they can move along the walls quickly to get all the vantage points, people in Diamond armor at the gates and bottle necks holding a firm line, Iron armor for those common troopers who need to deal with w/e and Gold armor are the commando heroes and kings I guess.

Link to post
Share on other sites

Still takes a while to strip down all that armor, 40 hearts is like 6-8 sword swings. And it still doesn't bar someone from switching armors in battle.

"Oh crap, my armor is in red! I will get into cover and indiscreetly switch armors."

*procedes to do so, getting a whole new coat of invincibility and continue a killing spree*

It's difficult to monitor that, as many people will be getting into cover anyway in battle and its very exploitable. Not the best solution, while making diamond armor tank-y is a solution, the problem lies more in kiting and the slowness of the armor (because speed is essential in all PvP). I really, really don't see the issues in stamina debuffs and the other proposals brought up, and I do see some issues here.

EDIT: I'll also note that something like 40 hearts for a chestplate is still quite easy to dispatch through kiting. Archery does a lot, and while it would take around 6-8 shots to finally rid the person of his armor, he cannot catch up to you. He will slug behind taking hundreds of arrows and eventually be put down. I'll refrain over and over again, but the problem simply lies in the slowness permitting even melee kiting, which voids all solutions of tankiness.

Perhaps this can be fixed. I am pretty sure the following can be coded:

Make it so that it takes 30 seconds for the game to 'recognize' that a person has put armor on or taken it off (or replaced it). This basically means that if you slapped on a full set of diamond armor in a fight where before you had nothing on, for 30 seconds you would take damage as though you had no armor on. Subsequently, someone switching into a new set of diamond would have to wait 30 seconds. And in that time, they are vulnerable.

Link to post
Share on other sites

A lot friendlier then the head-aching mind exploding slowness..

Link to post
Share on other sites

A lot friendlier then the head-aching mind exploding slowness..

This and the swirls is one major annoying factor That bugs me and some others I know. That and How Iron is slow as daimond but besides that Loveing the new plugin!

Link to post
Share on other sites

WHy don't we just make a skill in the stats that if you have high enough level you can run faster in armor?

Link to post
Share on other sites

My problem with the slowness of armor is, what if your character conditions themselves to move faster in armor? I honestly think it should have been left alone, except the sinking effect, that adds realism. Look at spartans, they used heavy armor and they were still fast and mobile, but with the armor they could not swim.

Link to post
Share on other sites

I like this idea or having wrestling effect your speed in armour,

Link to post
Share on other sites

Heres the problem. Slowness is still a major issue. This doesn't really fix any issues. It just makes them take slightly longer to resolve. Looking things over, I'd have to agree with CrackerJack, for the most part. I don't think people in iron or diamond should be able to really sprint. If they do sprint, it should be half speed, at least. But having an accelerated hunger bar would help a great deal. Sure people can eat in combat to deal with it, but while they're eating, they aren't really moving, or swinging a weapon. Eating in combat is a good way to get killed.

This combined with your armor concept might do the trick.

And maybe immobilizing archers for a little bit after they fire. Three seconds or so. They can still shoot while immobilized, but they can't move until 3 seconds after their last shot. This makes kiting very difficult to manage, even when the other guy isn't able to sprint around.

Link to post
Share on other sites

But then everyone's armor is running out VERY fast, maybe your Armour stops protecting you just before it breaks, but stops taking damage as well, so that a blacksmith can repair it later. If you survive that is....

Link to post
Share on other sites

My problem with the slowness of armor is, what if your character conditions themselves to move faster in armor? I honestly think it should have been left alone, except the sinking effect, that adds realism. Look at spartans, they used heavy armor and they were still fast and mobile, but with the armor they could not swim.

Spartans didn't use full plate armor :ugeek:

Link to post
Share on other sites

We're only looking at PVP combat here. There is another part of LotC that is TOTALLY forgotten in these discussions.

PVE

Cave Spiders and Magma cubes don't wait for RP. They will utterly murder an archer that takes 3 seconds to fire. They tend to beat on someone in Armor pretty badly if there is more then 1 or 2.

I think the best thing to do here is to just lessen the penalties to armor:

Leather and Gold no slowness

Chain 10% (Slowness I)

Iron and Diamond 20% (Slowness II)

In chain you can still sprint up on an archer if they are firing on you. They can get away IF they are running away and not firing. Iron and Diamond would need to seek cover from archers. Slowness II is on chain currently and doesn't seem to get many complaints.

I would also tone down the head shot damage. In fact I'd say it should do as much as it does to the body. The head on a Minecraft model is not proportionate. In fact most shots are headshots. So for balance I'd make it the same as the body. I'm sure that's adjustable in the plugin.

Try that out and see how it feels. I want to see archers be able to do something in small scale combat. And I do like the slowness of armor. Unarmored peeps do have a chance to avoid pvp if they wish. I see nothing wrong with that.

Link to post
Share on other sites

This would not solve the problem. More mitigation/survivability is useless against the 100% infinite mitigation of kiting. I applaud your problem solving approach, but this would just be a lot of unnecessary coding on your part.

Having more health is something I can get behind, it would make balancing numbers easier, however it is not the solution to the armor imbalance. If you want to solve the armor imbalance all that needs be done is take the slowness away and replace with hunger debuff.

As far as health goes, I think armor should be left as is and tie health to fighting skills. I.E. tier a 10 health increase when you reach 50 in a skill and another 10 increase when you reach 100 in a skill. Only counting fighting skills (Swordsmanship, not farming) and do not double dip skills (100 swords + 100 axe does not mean you get a 40 health jump, you hard cap at a 20 health jump) and it would make numbers a world easier to balance.

But as far as armor imbalance goes, more mitigation is not the solution. It is impossible to make armor 100% mitigation unless you remove durability and give it 100% DR (damage resist) at which point it becomes more overpowered than infinite kiting (You at least have to be awake to infinite kite). The only way to balance things out is to remove the 100% mitigation that Archers currently have. And that means removing their ability to infinite kite. Since infinite kite is the result of an enemy debuff, not an allied buff, that means the debuff must be adjusted. I.E. slow must be removed.

Link to post
Share on other sites

We're only looking at PVP combat here. There is another part of LotC that is TOTALLY forgotten in these discussions.

PVE

Cave Spiders and Magma cubes don't wait for RP. They will utterly murder an archer that takes 3 seconds to fire. They tend to beat on someone in Armor pretty badly if there is more then 1 or 2.

I think the best thing to do here is to just lessen the penalties to armor:

Leather and Gold no slowness

Chain 10% (Slowness I)

Iron and Diamond 20% (Slowness II)

In chain you can still sprint up on an archer if they are firing on you. They can get away IF they are running away and not firing. Iron and Diamond would need to seek cover from archers. Slowness II is on chain currently and doesn't seem to get many complaints.

I would also tone down the head shot damage. In fact I'd say it should do as much as it does to the body. The head on a Minecraft model is not proportionate. In fact most shots are headshots. So for balance I'd make it the same as the body. I'm sure that's adjustable in the plugin.

Try that out and see how it feels. I want to see archers be able to do something in small scale combat. And I do like the slowness of armor. Unarmored peeps do have a chance to avoid pvp if they wish. I see nothing wrong with that.

I support this idea, and I know that this is possible.

Quote from the Plugin developer:

Armour weight can be adjusted as you see fit!

If you think I've misjudged the weights of some armour, you can adjust the weight of every piece.

This is on the page for the MorePhyisics v1.9 Page.

[Link]

Link to post
Share on other sites

Guest
This topic is now closed to further replies.
 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...