Thought of something: Leather armour for planeshift will have to include for example: Rat hide, Tefusang hide, Clacker carapace, etc.
mcclane: You\'re right about the samurai, but then, I said nothing about quality of manufacture, only the raw materials used. A really well made suit of bronze mail could be stronger than poorly made iron plate armour. This should also be taken into account when the devs create the armour products. Samurai had better armour than westerners simply because it was higher quality, but they used the same ores out if the ground.
Lets see, as far armour absorbing damage, these factors must be taken into account: material, quality, and what is\'t being hit with (hardened leather good against bludgen attacks, but poor against arrows). Maybe wearing the scales of a clacker and the teeth of a tefusang protects against red way spells.... somthing like that.
I was saying nothing about the weaponry, though it would be made from similar materials. Again, quality of manufacture must be a major factor in this. Example: Two Kran. Same skill levels, one being level 10 in hammers and one being level 10 in swords. A well made wood and stone club should be around the same damage as a poorly made iron sword.
As far as weapons materials, I think from worst to best (not taking into account quality of manufacture) would be: wood, antler, bone, stone, copper, bronze, iron and *cough* steel, perhaps followed by fken\'s Oxanyte.
This is an example of a system I would like to see implemented:
Llyando vs. Xirius (it\'s ok, the example is me and my housemate)
Quality is how well made the item is, i.e. the samurai swords from kill bill would be 10/10 and a sword made by a terrible apprentice would be 1/10. Strength is the strength of material. For example, a rat hide simply thrown over the shoulder would be 3/100, a suit of bronze mail would be 40/100, bronze plate would be 50/100, oxanyte plate would be 100/100.
Broken would be a penalty for any brokenness of the item. 10/10 would be undamaged, 1/10 would need to be replaced.
Llyando is wearing tefusang hide body armour (quality: 4/10, strength: 25/100, broken: 10/10). He is also carrying an iron shield (quality: 3/10, strength: 65/100, broken: 8/10). Finally, his weapon is a bronze falchion (quality: 8/10, strength: 30/100, broken: 9/10)
I am wearing bronze mail (quality: 5/10, strength: 40/100, broken: 8/10). No shield. I am carrying two iron falchions (both quality: 4/10, strength: 55/100, broken: 10/10).
Right, an example of combat: Pretend we have the same skills in swordplay and armour.
1. I attempt a hit from my right handed falchion, Llyando dodges
2. I attempt a hit from my left handed falchion, Llyando blocks with his shield: Here all the previous stuff comes into play:
My total damage is as follows: (4/10) x (55/100) x (0.75 penalty for being right handed) x (10/10 brokenness) x (80my strength) x (1.2 bellcurve randomiser from .5 to 1.5) = 15.84 damage
His shield blocks damage as follows: (3/10) x (65/100) x (1 grrrr ambidextrous, no penalties ) x (8/10 brokenness) x (70+80/2 the average of his endurance and strength) x (.9 bellcurve randomiser from .5 to 1.5) = 10.53 damage
His does not safely absorb all the damage, there is 5.31 that the shield couldn\'t handle. He is not hit, but his shield is more broken than before. Items have their own hitpoints determined as follows: Their material (65 for Llyando\'s shield) multiplied by 10 and multiplied by the quality (3/10). This gives his shield 195 hitpoints, and I just lowered it by the 5.31 damage from my attack, his shield goes from 156/195 to 151/195. Not enough to lower it to 7/10 for the next blow, but after a couple more hits like that, it might.
3. The battle will ensue, I won\'t detail every hit. The randomiser if you\'re wondering is to take into account all the little things like if I ate a not so fresh rat eye for breakfast and feel a little whoozy.
This probably requires reading through a couple times, but I think it makes some sense. Essentially every hit is a calculation taking several factors into account, including skill levels in applicable areas that I choose to omit as they would make what I said much more impossible to understand.
I think the devs have a system like this already, just not yet taking into account materials and quality.
Comments?
Xirius
P.S. I think I\'d win the battle...hehehe