Modular Weapons System

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Valo
 
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Modular Weapons System

Post by Valo » 04 Feb 2017, 11:17

I suggest that all weapons be able to have a greater impact on their performance based on the ingredients that go into them.

For instance, using good hardwood and a linen rope with training weapons may give improved skillgain, but you might just use a regular rope instead for an inferior, flimsy weapon not suited to tournaments and almost not suited to training.

Swords may go for a good leather grip, but may also go for wood, metal (rare metals like gold or silver could shine brightly, adding to prestige!) or other materials.

Uncapping the quality on iron and steel and instead having more tangible benefits from steel and vsteel would also be nice. First off, your iron sword is going to take more durability damage when being parried by or parrying a steel or vsteel blade (or even hitting steel or vsteel armor). This further sets apart the lowly man at arms from the esteemed knight.

Higher quality iron, steel and vsteel could also be reflected through better balance, using less stamina per swing. Nothing major, but a nice little buff to those who try to produce high end weapons.

Minor bonuses to armor penetration for steel and vsteel would also better set them apart from common iron.

The same thing could be done with armor. The effects being mostly analogous.

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TyrelionPrime
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Re: Modular Weapons System

Post by TyrelionPrime » 28 Mar 2017, 09:11

Yes, I also suggested a similar system.

Ores should not really have a quality cap to them. It's a bit silly...
Instead each material should have a "hardness quota".

For metals that could be something like:
Copper: hardness 1
Iron: hardness 2
Steel: hardness 3
Vsteel: hardness 4

If we could then have the crafted weapons and armour actually "remember" what material they are made of we could have weapons and armourùs durability decreased through combat based on what other type of material they hit.

For example:
1) Both iron swords hit/parry: same hardness, both swords lose the same amount of durability if they hit each other.
2) iron sword vs steel sword: the iron sword would lose double the normal durability while the steel loses half.

Same for iron sword hitting steel armour and so on and so on....

To clarify before anyone starts shouting "double vs half that is WAAAY to much of a difference".... this is an example, exact numbers of durability loss difference needs to be determined through actual testing this in combat...

Same goes for tools. A shovel made from iron could be 100q yet one made from steel at the same quality should simply be "harder" and thus loose less durability with each use.

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Fhoer
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Re: Modular Weapons System

Post by Fhoer » 29 Mar 2017, 15:19

TyrelionPrime, I had a similar idea even applying to armor...
like, for example Steel armor gets:
-30% of the damage of copper weapons
-15% of damage of iron weapons
steel weapons do normal damage
Vsteel do 10% more damage

The main idea is, if you armor is 1 lvl higher, it gets a 15% defense bonus
if the weapon is 1 lvl higher it gets 10% damage bonus.

So, it would be almost impossible to a player cut someone in a steel fullplate using a cooper sword, but would be able to smash it using a cooper hammer.
As the game works right now, steel is easy to produce in the mid-late game.

Tools have a lower durability and limitation of use over different materials and even a higher durability use, like and cooper pick not being able to mine granite, but you consume the durability, a iron pick can, but have less maximun durability than a steel one which can do the same task using less durability... You could use a primitive pick to mine iron, but it would break faster than mining cooper.
Fhoer BlackOak

Founder of Black Sun.
Private Property, Individualism and decentralized power of decision are our fundation.

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Hallegra
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Joined: 05 Dec 2014, 00:13

Re: Modular Weapons System

Post by Hallegra » 16 Apr 2017, 20:42

I think this would require an overhaul of the quality system... Right now, an object such as a weapon only has 2 variables for damage: quality and speed. Adding more variables to the mix seems like it would be pretty difficult for a team that has container objects implemented and rideable objects implemented, but is unable to combine the two.

You could just treat quality as "hardness" or how well its made anyways, it's just shown differently. With the way iron vs steel vs vostaccus work, you already get something like a 10% increase between each of them.

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