Armor update part 700

Basic rehashing my old idea of armor systems but with new ideas.

Your armor slots now go
  • Helmets
  • Mask/face/glasses
  • Shirt
  • Pants
  • Gloves
  • Boots
Under armor: basic clothes for weather protection..while if you ware a normal set of armor you cant see them, if you're armor like athlete you can see it. Or use the wardrobe system to show it. Some can have special effects but are small. These cloths have levels and the levels increase protection, weather,
  • Shirt
  • Pants
  • Socks
  • Underwear



Basic armor/primitive armor/clothing

Primitive underclothing has no protection but keeps you warm/cool

Primitive armor has much less protection now but now have 3 versions. They only have 1 mod slot
  • Fiber
  • Wood
  • Scrap


Basic armor has slighly more protection. So say you ware a full set of level 6 heavy armor instead of 90% protection you get 95% protection but at the cost of no benefits like extra stun protection or extra harvest ..also it gains the extra mod slots like other sets of armor

Armor goes
  • Cloth
  • Leather weave
  • Flack


Every armor we have now have a light, medium and heavy versions. With some helmets for heavy providing a extra perk of an extra 2% stun protection. (It makes sense to some like football helmets and Riot helmets)

Example being comando
  • Grunt, Commando, solder
All 3 have the same ability/buff but can be mixed and get the armor bonus. So you can ware 2 sets heavy, 2 mid and 1 light.


Glasses/mask: they dont count as any outfit bonus instead they are what i call a free bonus. Some like Enforcer Glasses add little protection but give you better bartering, but others like
  • Army glasses: increase firerate
  • Nomad mask: increase storm protection and biome protection
  • Farmer shades: increase harvest %
 
Man you put some thought into...that is for sure.
The one part of it, that felt impractical initially, was that I am rarely in primitive for more than a couple days, even if I'm just putting on found stuff. So, my "criticism" of that would be about pacing, how long we "need" to be in primitive, not the idea itself.

Because, "regular" armour, of the same type, but made with differing materials, it makes sense why they would have greater penalties and advantages, due to which materials they were crafted with. THAT is a Chef's Kiss. It adds play style feel, without taking any options away from anyone else. (imo) and I love that.

when I asked if you had ideas...i think I was expecting "hoarder's set" "Chef's set" something along those lines. lol
 
am rarely in primitive for more than a couple days,
I think of it more as a

Choice for those on servers were resources are alot more scarce to turn nothing to at least something. Say you wanna use heavy armor but you cant find any magazines for example




when I asked if you had ideas...i think I was expecting "hoarder's set" "Chef's set" something along those
Ill add those on later but I wanna get back into video making and I want to ether do one on zombie ideas or redo my armor one because my ideas have changed to be slighly more open to diversity of armor builds but still having set themes

The ones with set themes like say the military one has the same effects no matter if its light, mid or heavy.

Every theme would have a use so no copy and paste
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Let me see if I can find my own post about it because ill use it as my script
 

This will be my main script
 
I think of it more as a

Choice for those on servers were resources are alot more scarce to turn nothing to at least something. Say you wanna use heavy armor but you cant find any magazines for example
I agree...that is fair.
Ill add those on later but I wanna get back into video making and I want to ether do one on zombie ideas or redo my armor one because my ideas have changed to be slighly more open to diversity of armor builds but still having set themes

The ones with set themes like say the military one has the same effects no matter if its light, mid or heavy.
that is the part I really like: that the same set, built with light , medium, or heavy resources WILL play slightly different, because, of course it would.
Every theme would have a use so no copy and paste
I think I understand what you mean, but, for clarity, do you mean: Each set will have little or no overlapping "magic"?


I look forward to seeing what sets you have in mind. May I suggest changing Farmer into Chef? it makes sense that a chef would be great with knives and understand how to grow a plot farm, just a thought.
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This will be my main script
so...you are kinda ranking yourself up? that is interesting on top of the three qualities.
 
I think I understand what you mean, but, for clarity, do you mean: Each set will have little or no overlapping "magic"?
Correct. Ill take military set for example. It rn in the base game 2 of the 4 parts are copy and pasted from other armors

  • Helmet: instead of stun protection its increase critical damage
  • Boots: instead of run speed its increase damage when running/moving
 
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