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Author Topic: suggestion about armor types  (Read 702 times)

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Offline Glyph

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suggestion about armor types
« on: June 14, 2011, 06:01:27 pm »
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what if we made armors have extra armor(or weaknesses) against surtain types of damage.
for example take plate, it has a weakness against blunt damage but is very good against cut damage.
mail, very good against cut, weakness pierce and blunt
scale armor, good against pierce damage, weakness against cut

maybe we can go even further by doing this:
scale armor, good against arrows(reality), weakness to cutting melee weapons
mail armor, good against cutting melee weapons, weakness very bad against arrows
plate armor, very good against cutting damage, weakness against blunt melee weapons.

we already have something similair to this in the mod. that cut is the least good against high armor, than pierce and than blunt. but i think we need a more accurate system than just "high armor=best defence against eveything".

tell me what you think!
« Last Edit: June 14, 2011, 06:10:51 pm by Berethorn »
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Offline Tennenoth

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Re: suggestion about armor types
« Reply #1 on: June 14, 2011, 06:06:12 pm »
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Pretty much how it works at the moment.

With piercing and blunt, it does more damage to people with heavier armour and so basically, by the time you get to the full plate stuff, it does far more damage due to soak factors than cutting damage does and vice versa, no armour, cut does more than pierce or blunt.

The way it stands at the moment, someone please correct me if I am wrong, is as follows:
Cut - more damage to low armour
Blunt - Does more damage to heavier armour and less to lighter but not as extreme as piercing
Pierce - Does the most damage to heavy armour and less to lighter armour.

Hence why a lot of longbowman tend to aim at heavier armoured targets these days because they can do more damage, which allows them to help their team a lot more.

I understand what you're saying but the way the factors work at the moment, changing them for specific armours is just far too time consuming and code heavy, it is far more viable to use the global changes that are already used.

Hope this clears things up for you,

Tenne.
« Last Edit: June 14, 2011, 06:07:36 pm by Tennenoth »
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Re: suggestion about armor types
« Reply #2 on: June 14, 2011, 06:16:01 pm »
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it's pretty much the same as giving a weapon blunt, pierce or cut damage. but this is just an armor variant, the only thing you have to do qua coding is make it available for armors to choose a "damage type" but acctually it's a bonus against that damage type :wink:

i think blunt does the best damage against armor(walt's topic about soac factor and stuff), though i could be wrong.

and yes, it did clear up things for me :D
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Re: suggestion about armor types
« Reply #3 on: June 14, 2011, 06:39:53 pm »
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Ok, talking from a pure programmers point of view here based on your new updated first post what you're saying is that you want to have armours with instead of weaknesses against specific attack types, but against specific weapons.

As I have already said this would be incredibly code heavy and wouldn't be viable run for everything that happens within the game.
If you had to check for specific weapons on armour, the armour would have to have something stored in the database that said "weakness to arrows", "weakness to cut" etc and that would mean that every single time someone was hit by a weapon, it would have another chunk of code to work out, for example if someone was hit:

Code: [Select]
Pseudo Code:

Player hit:
Check if armour has a weakness:
    If yes: Check what type of weakness
        Get armour weakness
        Get weapon type
        Get armour defence values
        Check if increased/reduced damage
        Calculate damage

   Else If no: Calculate damage

If every time a player was hit, that code had to happen, it would put unnecessary strain on the game, for what I assume it is currently in a short version:

Code: [Select]
Pseudo Code:

Player Hit:
Get weapon damage type
Get armour defence values
Get soak values
Calculate damage

Much less and more viable due to the fact that it encorporates everything that happens with one simple calculation rather than several different variants that could happen.

/disclaimer: Code wasn't thought out well, was just for a visual aid.
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Re: suggestion about armor types
« Reply #4 on: June 14, 2011, 06:55:54 pm »
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Ok, talking from a pure programmers point of view here based on your new updated first post what you're saying is that you want to have armours with instead of weaknesses against specific attack types, but against specific weapons.

As I have already said this would be incredibly code heavy and wouldn't be viable run for everything that happens within the game.
If you had to check for specific weapons on armour, the armour would have to have something stored in the database that said "weakness to arrows", "weakness to cut" etc and that would mean that every single time someone was hit by a weapon, it would have another chunk of code to work out, for example if someone was hit:

Code: [Select]
Pseudo Code:

Player hit:
Check if armour has a weakness:
    If yes: Check what type of weakness
        Get armour weakness
        Get weapon type
        Get armour defence values
        Check if increased/reduced damage
        Calculate damage

   Else If no: Calculate damage

If every time a player was hit, that code had to happen, it would put unnecessary strain on the game, for what I assume it is currently in a short version:

Code: [Select]
Pseudo Code:

Player Hit:
Get weapon damage type
Get armour defence values
Get soak values
Calculate damage

Much less and more viable due to the fact that it encorporates everything that happens with one simple calculation rather than several different variants that could happen.

/disclaimer: Code wasn't thought out well, was just for a visual aid.
but isn't it already so that it has to calculate weapon damage type and amount of armor, body part where blow is landed?
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Re: suggestion about armor types
« Reply #5 on: June 14, 2011, 06:58:34 pm »
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Alright, so adding what you want there, the two would be as follows:

Code: [Select]
Pseudo Code:

Player hit:
Check if armour has a weakness:
    If yes: Check what type of weakness
        Get armour weakness
        Get weapon type
        Get armour defence values
        Check if increased/reduced damage
        Get area hit
        Calculate damage

   Else If no:
Get armour defence values
Get area hit
Calculate damage

&

Code: [Select]
Pseudo Code:

Player Hit:
Get weapon damage type
Get armour defence values
Get soak values
Get area hit
Calculate damage


Still a hell of a lot less code each time someone is hit if you have to calculate your version and the current version. This is my understanding as to why they didn't do something like what you're suggesting to begin with, not that I am discouraging you on what you're trying to do, I am just playing devils advocate really.
« Last Edit: June 14, 2011, 07:00:54 pm by Tennenoth »
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Offline Glyph

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Re: suggestion about armor types
« Reply #6 on: June 14, 2011, 07:01:31 pm »
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but if someone would do the coding, would it have any effect one the game itself? qua game speed or something?(except awsome awsomeness :D)
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Re: suggestion about armor types
« Reply #7 on: June 14, 2011, 07:05:16 pm »
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It would have an effect on the game due to the fact that it would have to go through far more code to actually get each hit (which is what I have been saying).

The less code and the more efficient it is, the faster the game will run, if it gets bogged down with having to do unnecessary or long winded stuff then it will be much slower, putting more and more strain on the server and the users computers making for a less enjoyable experience. Hence why I am showing you the amount of code each would technically need. (Although the real code would look nothing like that, it's just a representation).

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Offline Glyph

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Re: suggestion about armor types
« Reply #8 on: June 14, 2011, 07:07:00 pm »
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than maybe this is an idea for a future M&B with a better engine :(
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Offline Gheritarish le Loki

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Re: suggestion about armor types
« Reply #9 on: June 15, 2011, 03:40:52 am »
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Damm...

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Re: suggestion about armor types
« Reply #10 on: June 15, 2011, 11:28:54 am »
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lol i think its the case already...for example mail or plate protect very well against cut demage and the chance of being stuck with ur weapon increases...blunt is best against plate and mail and pierce is most effective against mail and textile armors..but there fore cut makes most demage on unarmored people..
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Offline Glyph

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Re: suggestion about armor types
« Reply #11 on: June 15, 2011, 11:42:52 am »
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lol i think its the case already...for example mail or plate protect very well against cut demage and the chance of being stuck with ur weapon increases...blunt is best against plate and mail and pierce is most effective against mail and textile armors..but there fore cut makes most demage on unarmored people..
it's not that complicated, it just goes for aror rating, not for sort of armor
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