Armorsmith Archive
Thread: ThE pErFeCt SoLuTiOn To CoMp. AnD aLl OtHeR aRmOr!!!!!!!!!
Buffs mean every armoru is equal in weight. only thign that matters is resists.
Boli32 wrote:
The only way you cn get around armour certifications... is if NOT wearing armoru amparts more beinifits than wearing the HEaviest armoru you possibly can....
Buffs mean every armoru is equal in weight. only thign that matters is resists.
agreed..... it's not really armorOR buffs that's "ruining the game", but together, the benefit of buffs can completely negate the weight of armor
i wish there was an advantage of wearing no armor, wearing light, heavy... whatever your playing style was..... one idea i had was to have a new armor-smith crafted fiber panel that basically had built-in resists, just no armor rating, that would go into clothes. obviously this idea needs to be fleshed out a bit
Eaca wrote:
Heh, they could semi fix this problem right now, just make quick and str buffs half the power of all others, instead of getting a 2400 buff to all stats you get 2400 to health action con and sta, but only 1200 to quick and str, you can easily setup your stats so no armor = no HAM costs with this system, but wearing armor is still gonna give you heavy HAM (yeah it can be stimmed away, but thats 15 skill points at least you need now for medic and a combat round or two every so often to keep yourself up). Honestly it wouldn't kill the game if all secondary docbuffs were chopped in half (no need to nerf ent buffs any farther)
I agree with this approach. Huge secondary stats due to buffs negate the penalty of heavy armor. If you did not regenerate at all and had high special costs while wearing hevay armor, many problems would be solved.
I have to disagree with the proposal to cert armor. I really don't even like that mandolorian is certed. Wearing armor is not something you need a skill in. If the armor had a bunch of gizmos attached, that would be different, but for just the protective values, no skill is necessary. The awkwardness from wearing armor is already in game as an encumbrance value. However, with secondary buffs so high, this value currently has little or no meaning except to the most exacting of players.
I can also see capping armor in the 70% range (in addition to halving the power of secondary buffs) rather than 90% as another way to make high level encounters much more difficult while not gimping the players for low and mid level encounters (which should be relatively easy).
destrkta wrote:
the thing is though experimenting on hams has to return better value per xp point invested dropping 2ham a point doesn't seem a worth while investemnt for me.
I also agree here - this was something i put on the Tiggs wishlist thread. We need to get more bang for the buck on encumbrance experimentation - right now investing in base gives you much more per expt point than expt on encum.