Armor and weapons mechanics

Started by Gohihioh, February 17, 2017, 10:45:10 AM

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Gohihioh

So I'm enjoying this game for a little while(few alphas and a lot of hours put into it xD). I really like the game and the way it's heading but the thing that I find the most irritating is the armor system.
It just feels dumb, unrealistic and not well made.
So I was thinking how it should look like. The best solution I came up with for now is to make 2 seperates stats for each armor. One stat would be the one that's in vanilla right now, so % of evading and second one should be a hard number reduction.
I find it really stupid that a huge amount of squirrels are usually more deadly than one heavily equipped skilled warrior.

Also I think there should be added more variety to weapons damage.
I thought of something like that:

-Sharp = most ranged weapons - pistols, automatic rifles, bows and swords.
-Blunt = shotgun, clubs, maces, hammers. Maybe it's not perfect for shotgun to do blunt damage but i think it would add diversity(it would be sth like buckshot cloud).
-Piercing = hunting and sniper rifles, daggers, spears, javelins.
-Slash = axes, minigun

The idea is that it would work like that:

-Sharp = good base damage, average armor piercing, high bleeding rate
-Blunt = low base damage, high armor piercing(it's more about avoiding damage, in medieval time weapons like morning star were made to kill people in heavy armor by doing impact damage), no bleeding, chance to stun enemies.
-Piercing = good base damage, high armor piercing, high bleeding rate
-Slash = highest base damage, low armor piercing, high bleeding rate.

Shotgun doesn't really fit the describtion for blunt damage. It doesnt really suit it. It should do high base damage, no armor piercing and have chance to stun.

Names are just an example. Armor and clothing would have two stats, chance to avoid damage(like it has now) and flat reduction.
It would be possible to negate all damage if you are wearing good power armor and you are being attacked by 20 angry naked tribespeople with bare fists. Which makes sense.
It would work like rock,paper,scissors. You want heavy piercing weapon vs someone with armor, but it will be much better to use some heavy flat damage weapon vs someone with light armor.
I think also the chance of avoiding damage should be highly nerfed for armor and clothes, and increaces for the envoirment. So it would be much more important to use covers to avoid damage and use armors to negate or lower damage. It would highly increase the value of good equiped, well trained pawns and importance of using surrodings.

@edit
Also I think there should be added the ability to have a side arm. The game also should have standard shields. Shields wouldn't negate any damage but they would higly increase the chance to avoid damage(they would work more like enviroment than armor)
The melee weapons should be divided into 2 groups - two-handed and one-handed.
Two-handed weapons would obviously do much more damage.
One-handed weapons would give us the ability to use shields and become side-arm.

Side-arm would be secondary weapons that can be wielded with range weapons which colonists would switch to when they get into melee range with opponent.

Nuss

Uh, axes are pretty good at piercing armor. When you say slash, I think of curved blades, which are significantly worse at that.
Also, gunpowder weapons don't really fit any of these categories and should have one of their own, just as energy weapons (hurray for tasers?) and this psychic stuff.
Generally, modern and spacer weapons are far too bad for what they are and people should have a much lower shock/pain threshold (which would mitigate a lot of the inferiority of ranged weapons, as well as the "colony of cripples" effect).

Gohihioh

Names are rather random and i didn't put much efford to them as i said.
What is important is the mechanic.

You can divide group names to be different for melee and ranged. I just wanted to try make it simple in the post and show general idea of the mechanic. Cos I think combat system, especialy damage reduction system is horrible.

@I usually see slash for axes in RPG's or tactical games since they are usually designed as AoE weapons ;p But as I said names doesn't matter here. You can call it Group A, B etc. It's about rock/paper/scissors where each group offers something different.