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So historically speaking, armor has been worn as long as war has been a thing. In an effort to protect themselves, people often wore more than 1 layer of armor. And so, I kind of wanted to add a splash of realism by allowing characters the option to layer their armor. But instead of simply splitting the "Body" slot into something like "Overlay & Underlay", I decided to add an Augment slot to most pieces of "Body"-slot armor. This Augment slot would accept another piece of "Body"-slot armor.
For clarification, let's say we have an item called "Mithril Hauberk" and another item called "Adamantite Breastplate". Each piece of armor can be worn by itself, but the breastplate features an Augment slot while the hauberk does not. Therefore, a player could place the "Mithril Hauberk" in the aforementioned Augment slot and then equip the "Adamantite Breastplate" into the "Body" slot. This would obviously provide the player with the cumulative bonuses of both armors.
I divided armor types into simple Light, Medium, & Heavy varieties. The "Mithril Hauberk" would be Medium while the "Adamantite Breastplate" would be Heavy. The differences between Light, Medium, & Heavy are simple. Light armor does not apply a Movement penalty. However, Medium armor reduces Movement range by -1 while Heavy armor reduces it by -2. Of course, each armor type provides more or less protection accordingly. That is, inverse to the imposed Movement Range penalty. If a player wore the aforementioned Hauberk+Breastplate, he/she would incur a combined -3 Movement Range penalty.
Now, while this feature seems neat and gives a nod to realism, I have some issues when it comes to balancing. Should I assume 2 pieces of Body-slot armor as the norm, thus setting it as a base benchmark? Or would some people perhaps only want to equip 1 piece (i.e. Augment slot left empty) of armor to avoid the potential Movement penalty?
Or is should such a mechanic even be implemented in the 1st place? I mean, it's always good to ask oneself: "Is this a good idea?" or "What's the purpose of this mechanic?" and so on... Cuz gameplay-wise, I could probably achieve a similar result by simply splitting the "Body" slot into something like "Chest" & "Legs". However, that would defeat the whole idea of wearing multiple layers of armor, which is a more realistic representation, at the expense of cumbrousness.
For clarification, let's say we have an item called "Mithril Hauberk" and another item called "Adamantite Breastplate". Each piece of armor can be worn by itself, but the breastplate features an Augment slot while the hauberk does not. Therefore, a player could place the "Mithril Hauberk" in the aforementioned Augment slot and then equip the "Adamantite Breastplate" into the "Body" slot. This would obviously provide the player with the cumulative bonuses of both armors.
I divided armor types into simple Light, Medium, & Heavy varieties. The "Mithril Hauberk" would be Medium while the "Adamantite Breastplate" would be Heavy. The differences between Light, Medium, & Heavy are simple. Light armor does not apply a Movement penalty. However, Medium armor reduces Movement range by -1 while Heavy armor reduces it by -2. Of course, each armor type provides more or less protection accordingly. That is, inverse to the imposed Movement Range penalty. If a player wore the aforementioned Hauberk+Breastplate, he/she would incur a combined -3 Movement Range penalty.
Now, while this feature seems neat and gives a nod to realism, I have some issues when it comes to balancing. Should I assume 2 pieces of Body-slot armor as the norm, thus setting it as a base benchmark? Or would some people perhaps only want to equip 1 piece (i.e. Augment slot left empty) of armor to avoid the potential Movement penalty?
Or is should such a mechanic even be implemented in the 1st place? I mean, it's always good to ask oneself: "Is this a good idea?" or "What's the purpose of this mechanic?" and so on... Cuz gameplay-wise, I could probably achieve a similar result by simply splitting the "Body" slot into something like "Chest" & "Legs". However, that would defeat the whole idea of wearing multiple layers of armor, which is a more realistic representation, at the expense of cumbrousness.
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