Feldschlacht IV 1 Posted March 31, 2014 For the longest time I've been struggling on how to make different armor types diverse and interesting. I have no problem with the creative process on making individual equipment cool and interesting, I have a wellspring of ideas on that subject, but a fundamental aspect of my game are three classes of armor, Light, Medium, and Heavy. Light Armor is shit like robes and magical mantles, medium armor is stuff like chestplates and the like, and heavy armor is stuff like plate mail and whatnot. These three divisions of armor continue in strength all the way up to the end of the game. My problem is, how do I make these three classes different, yet relevant? Some notes to keep in mind. -Given nine or so playable characters, not all of them can wear all types of armor. The type of armor that they wear is dependent on what kind of stat/ability pool they have. Generally, most playable characters can wear two out of the three of type of armor. -I have to make the differences, benefits AND drawbacks balanced to keep each type relevant throughout the entire game. In many games like FFT or the Elder Scrolls with a similar Light/Medium/Heavy armor set type, there's usually one class out of the three that's either FAR more useful than the other two or far less useful. -What kind of differences and drawbacks? Stuff like Light (magic) armor giving more bonuses to MDEF is basic stuff that I'm already aware of. I need to be more creative, I think. Share this post Link to post Share on other sites
MoonEnder 1 Posted March 31, 2014 (edited) you could make some armors have penaltys like medium has reduced magic power and heavy reduces speed while light reduces physical damage due to less inertia Edited March 31, 2014 by MoonEnder Share this post Link to post Share on other sites
Feldschlacht IV 1 Posted March 31, 2014 Yeah, that stuff is basic, I figured that as much. But, I need more. Thanks for the suggestion though, I should have specified that. Share this post Link to post Share on other sites
Spectre 829 Posted March 31, 2014 (edited) The biggest problem is actually the existence of "Medium Armor". Where do you really draw the line between the wizards' robes and the paladin platemail, and why use it when you've got opposite ends of the spectrum at your disposal? For me, the solution is obvious, but detailed on multiple levels: 1. Elemental Resistances Not just the "light armor catches fire" kind; but physical elements. Light armor, for instance, offers protection against swords and other slashing weapons as well as rice paper does. Medium armor, however, deflects some slashes, but isn't thick enough to stop, say, arrows or bullets. While heavy armor can stop both kinds, it amplifies concussive and magic damage. Therefore, medium armor is still relevant with benefits over light armor, but without the drawback of heavy ones. 2: Speed If speed is a deciding factor in your game, medium armor creates an excellent middle ground between durability and dexterity. 3: Spell Failure Rate If there is one thing I admire about D&D's armor system, it's that the heavier your armor, the more difficult it is to cast spells. This means your already OP casters can't be more OP. 4: Multiple Builds I try to give my classes at least two armors to choose from so that they can adopt multiple different builds and play styles. Consider the following examples: - Paladin with Medium Armor: Speed boost, more magic resistance and casting power. Higher regenerative and healing factor, more suited to support. - Paladin with Heavy Armor: Better for tanking and surviving battles of attrition, but lacks raw magic power for support builds. Spells also cost more to cast. - Alchemist with Magic Armor: Lower spell costs and cooldowns, more magic damage and unlocks more powerful spells. - Alchemist with Light Armor: More physical defence, additional slot for potion at the expense of lower damage output. Basically, balance out your armor. Have the benefits of extreme damage resistance balanced out with vulnerability and speed so that the middle ground is still an option. Edited March 31, 2014 by Kentard 1 Share this post Link to post Share on other sites
Tussin 1 Posted March 31, 2014 http://www.rpgmakervxace.net/topic/21718-adding-new-elemental-types-other-than-typical-fire-beats-grass-beats-water/page-2 post #25 Light - Robes/Magical Mantles/Cloth Based Armor (anything plant based material used creating your armor would fall into this category imo) Medium - Leather, Studded Leather, Reinforced Armor (anything animal based used in this armors creation would fill this hole well) Heavy - Scalemail, Chain Mail, Plate Armor (anything metalic used in creation of armor would fill into this imho) (and whatever other fantasy type armor you make like Amuli, Yoroi, Celdon, Koujia, and Elven Armor for example, or create your own) you can also have a late game artifact and/or treasure for end game content that has a special Light Armor specifically suited for Mages that gives a higher armor rating. also if you have a melee based mage you could give him a spell that increases his defense that is unique only to him to give your character individuality from the rest. i would agree with Kentard for creating individual physical types, its easier to branch out strength and weaknesses on each armor type and style. Crushing/Concussive/Bludgeoning Damage (think Hammers or a Blunderbuss/Gun based munitions) Piercing/Thrusting Damage (think Rapiers or Arrows) unless you create specific arrowheads that can alter your damage type outside of this type. Slashing Damage (think Swords, Axes) i am not a big fan of the spell failure mechanic, but i would increase the spell cast delay significantly so your damage over time goes down, so you do give up offense but your ability to cast isn't diminished by a success standpoint. you can be a battle mage in heavy armor who can take it and deal it if you want to, or be the most powerful wizard dropping out the damage/crowd control like a glass cannon while in light armor. you could try to apply an agility reduction for heavy armor because a guy with that and a big 2 handed axe will act slower in reality, while a guy in cloth swinging a big 2 handed axe will act faster. and someone with daggers in cloth will move and act faster and be less likely to be heard. you could also maybe have a taunt or aggro mechanic for those in heavier armor to medium to light armor as another way of having a RPG based stealth or sound detection in combat depending on the AI of monster type. in typical MMO's for light armor they give stats typically catered to agility/intelligence, so that could benefit your thief or wizard, medium armor could be in between light and heavy. strength and stamina could be a main stat for heavy armor since typically by always working with weight you will grow in that regard. i plan to have resistant/neutral/weak scheme for my armor types for elemental and physical traits to add another level of options to how you want to prepare your party members. so like you could have Scalemail weak to slashing but resistant to thrusting while its in the heavy armor category, but if you wear Chain mail it would be weak to thrusting and resistant to crushing damage for example to give each type individual properties. Share this post Link to post Share on other sites
Spectre 829 Posted March 31, 2014 (edited) Mages having physical defence sounds plausible, though I'm more inclined to using buffs and special statuses to defend rather than raw physical armor. Seems more fitting for a mage to have a kinetic barrier too. I disagree with the aggro mechanic on armor though. If heavy armor bearers are more likely to be hit, it negates the purpose of having armor in the first place since the effective damage will be spread among the party members, and your glass cannons would be way too durable for their armor class. If it's the other way round, it makes your glass cannons too weak to be effective. It's a lose-lose scenario. To clarify on the spell failure mechanic, in D&D it's almost crucial given the exponential growth of mages; otherwise everyone would just play tank wizards and break the game. Likewise, something with both high physical and magical defences has to have something else balanced off: either low or impotent attack power, or sluggish speed. However, I suggest spell failure as it gives an element of risk for (potentially) the same potency in combat; if not, slightly diminished. Edited March 31, 2014 by Kentard Share this post Link to post Share on other sites
Blindga 144 Posted March 31, 2014 There are probably a lot of ways to balance this kind of thing. But personally, I would avoid intermediate equipment unless you can find good reason to make each play differently. Otherwise, people just tend to go for extremes. If they want someone to have protection, they'll go for the heaviest armor. If they want light, they'll go for the lightest. Medium armor tends to get ignored at that. I would think with this example: In Valkyria Chronicles 2, different tank armor sizes were significant because it had a bearing on your total armor, speed, and ability to bear weapons. I think that was really cool and well done, and it made medium armor significant since balancing speed/firepower/mobility was very important on how you fought. Now, that is referring to tank and not a character, but it kind of touches on what I think would be a good thing to consider. Think of a significant benefit for each type of armor, and make the stats they give matter. If its just going to be protection vs magic, then don't do medium armor since it just gets ignored. If you can think of a way to make each armor play differently from each other in a way that is noticable, I think that would give a good reason to have a medium armor class, and would help set you on the right track for balancing them out. As a suggestion, consider heavier armors giving you more attack and hp, making the character more tank-like, while magic or light armor gives more mp. So equipping a character with heavy armor makes them more of a tank-fighter, while giving them light armor encourages using special abilities. Medium strikes a significant balance by giving some hp, and some mp so that it doesn't favor either option. Anything like that. Make each piece of equipment different. Or if not, make it simple and keep it to just two opposing types. Hopefully that helps you. Share this post Link to post Share on other sites