Proposed Change to Help Armor

Started by Fernandezj, March 03, 2021, 11:48:27 AM

March 03, 2021, 11:48:27 AM Last Edit: March 03, 2021, 11:56:49 AM by Fernandezj
Here's a proposed change to Help Armor. I'm looking for help with proof-reading, suggestions for changes, before I submit request. This is in response to a lack of clarity around Brokkr's changes bein reflected in the helpfiles, and the information being locked on the GDB instead of the website.

Current:
Armor is any piece of equipment in the game that can be worn on your character's body as a defensive measure. You will notice that an item is considered armor if its
condition (used, worn out, etc.) is shown with the item's name (e.g., a used pair of studded sleeves).

Good armor is relatively scarce, and much armor is scavenged from various places, so a piecemeal armor system is used in Armageddon. This means that if your
character wears some armor on their arms, only their arms will be protected. This system allows you to manage the weight of armor your character is carrying
fairly well. Note that such ideas as Armor Class are not present in Armageddon.

During combat, specific hit locations are determined, and if there is armor on that body part, some protection may be afforded. The armor may block none, some,
or all of the damage, but in any case, be aware that the character will still probably take stun damage.

Some races have naturally tough skin which can absorb the damage of some blows done to them. Several spells exist which can augment a character's natural armor,
thickening the skin or forging a hard shell around the target of the spell.

Armor's ability to shield you from blows will degrade with use; its condition will be reflected in its short description as it changes.

Notes:
If the item is new armor, there is no condition shown with the item's name. The prefix 'New' before a piece of armor means it has been used a slight amount.


Proposed:
Armor are pieces of equipment in the game that can be worn on your character's body as a defensive measure.  .   
You will notice an item is considered armor, generally, if its made of an armor material or if its armor condition is shown in item's name.

The following are armor materials, from least to most protective:
Cloth -> Leather -> Wood -> Bone -> Leather -> Chitin -> Obsidian -> Shell.

Armor's ability to shield you from blows will degrade with use; its condition will be reflected in its short description as it changes

The following are the available armor conditions:
New -> Used -> Cracked -> Dented -> Battered -> Wrecked

Note: If the item is new armor, there is no condition shown with the item's name. The prefix 'New' before a piece of armor means it has been used a slight amount.
Additionally, not all items made from an armor material are considered armor, if you have doubts as to whether an item is armor, and cannot determine based on its
description or condition, please send a request (help request).

In Armageddon, the heavier a piece of armor, the more protection it will provide.  Good armor is relatively scarce, and much armor is scavenged from various places,
so a piecemeal armor system is used in Armageddon. This means that if your character wears some armor on their arms, only their arms will be protected.  This allows
for characters to prioritize heavier armor on their more vital organs (head, neck, and chest) while also allowing them to manage their carrying weight fairly well.
Talented craftsmen can determine an items weight by assessing its value.
Note: Ideas such as Armor Class, or an overall protected value, are not present in Armageddon.

During combat, specific hit locations are determined, and if there is armor on that body part, some protection may be afforded. The armor may block none, some, or all
of the damage, but in any case, be aware that the character will still probably take stun damage.

Valid hit locations are: head, neck, arms, wrists, body, waist, hands, legs, feet.  Though some situations may cause an attack to hit the back.  Shoulders, wrists,
forearms, ankles, are not hit locations and armor on these locations, in general, does not provide any protection and is merely cosmetic.  There may be items
worn in these locations that provide some defensive benefit, but these are extremely rare.  Benefits would be indicated in their main description.

Some races have naturally tough skin which can absorb the damage of some blows done to them. Several spells exist which can augment a character's natural armor,
thickening the skin or forging a hard shell around the target of the spell.


    For possible clarity, perhaps separate helpfiles for:

    hit locations
    armor condition
    armor materials
    armor weight (to include this chart):

Quote from: Brokkr on April 11, 2019, 02:34:15 PM
A maybe more readable version of stuff.





           
           
           
           
           
           
           
           
           
           
           
           



           
           
           
           
           
           
           
           
           
           
           
           



           
           
           
           
           
           
           
           
           
           
           
           



           
           
           
           
           
           
           
           
           
           
           
           



           
           
           
           
           
           
           
           
           
           
           
           



           
           
           
           
           
           
           
           
           
           
           
           



           
           
           
           
           
           
           
           
           
           
           
           



           
           
           
           
           
           
           
           
           
           
           
           



           
           
           
           
           
           
           
           
           
           
           
           



           
           
           
           
           
           
           
           
           
           
           
           

HeadNeckArmsWristHandsBodyLegsFeetWaistShoulderAnkle
Cloth0.500.251.000.250.252.001.250.750.250.250.25
Cheap Leather0.750.502.000.500.754.002.751.250.750.500.50
Wood/Bone1.501.004.000.751.258.005.252.751.251.000.75
Leather1.751.254.501.001.509.006.003.001.501.251.00
Heavy Leather/Studded2.501.506.001.252.0012.008.004.002.001.501.25
Cheap Chitin/Cheap Obsidian2.751.756.751.252.2513.509.004.502.251.751.25
Chitin/Obsidian3.252.008.251.752.7516.5011.005.502.752.001.75
Shell5.003.2512.502.504.2525.0016.758.254.253.252.50
Heavy Shell7.004.2517.253.505.7534.5023.0011.505.754.253.50

If I were to edit it, I'd say:


Armor are pieces of equipment in the game that can be worn on your character's body as a defensive measure.  You will notice an item is considered armor, generally, if its made of an armor material or if its armor condition is shown in item's name.

The following are the available armor conditions:
   New -> Used -> Cracked -> Dented -> Battered -> Wrecked

Armor's ability to shield you from blows will degrade with use; its condition will be reflected in its short description as it changes.

Good armor is relatively scarce, and much armor is scavenged from various places, so a piecemeal armor system is used in ArmageddonMUD. This means that if your character wears some armor on their arms, only their arms will be protected.  This allows for characters to prioritize heavier armor on their more vital organs (head, neck, and chest) while also allowing them to manage their carrying weight fairly well.

During combat, specific hit locations are determined, and if there is armor on that body part, some protection may be afforded. The armor may block none, some, or all of the damage, but be aware that the character will still probably take stun damage.

Valid hit locations are: head, neck, arms, wrists, body, waist, hands, legs, feet.

Game Concepts such as Armor Class, or an overall protected value, are not present in ArmageddonMUD.

Some races have naturally tough skin which can absorb the damage of some blows done to them. Several spells exist which can augment a character's natural armor, thickening the skin or forging a hard shell around the target of the spell.

The following are armor materials, from least to most weight:
   Cloth -> Leather -> Wood -> Bone -> Leather -> Chitin -> Obsidian -> Shell.

In general, the heavier a piece of armor, more protection it will provide. 

Shoulders, wrists, forearms, ankles, are not hit locations and armor on these locations, in general, does not provide any protection and are merely cosmetic.  Any additional benefits would be indicated in their main description.


Note:

If the item is new armor, there is no condition shown with the item's name. The prefix 'New' before a piece of armor means it has been used a slight amount.



I'm not sure about this line:
Additionally, not all items made from an armor material are considered armor, if you have doubts as to whether an item is armor, and cannot determine based on its description or condition, please send a request (help request).

...as call to actions shouldn't be in help files.
New Players Guide: http://gdb.armageddon.org/index.php/topic,33512.0.html


Quote from: Morgenes on April 01, 2011, 10:33:11 PM
You win Armageddon, congratulations!  Type 'credits', then store your character and make a new one

I like your version.

Quote from: mansa on March 03, 2021, 03:18:02 PM
I'm not sure about this line:
Additionally, not all items made from an armor material are considered armor, if you have doubts as to whether an item is armor, and cannot determine based on its description or condition, please send a request (help request).

...as call to actions shouldn't be in help files.

Ok, still trying to figure out a way to encapsulate the idea that lots of items that look like armor are clothing...

I like it, but I'd drop the last additional and just make the armor condition read "No Prefix / Perfect -> New -> Used -> Cracked..."
Fallow Maks For New Elf Sorc ERP:
sad
some of y'all have cringy as fuck signatures to your forum posts