I suggest a drastic rebalance of the armors to flesh out their roles so that each has a purpose and is better balanced against each other or has a worthwhile role to play. I have placed each set into a tier to better explain their roles:
Tier 0:
Cloth armor: no real change needed. Weak, general purpose starter armor.
Tier 1: Primary function is protection from elements, secondary function is armor.
Hide: Straight upgrade from cloth. Offers more armor protection and durability over Fur and Desert, but lack any real environmental protection.
Fur: The best cold protection in the game, but not as durable as Hide.
Desert: The best heat protection in the game, but not as durable as Hide.
Tier 2: Average protection with unique roles.
Hazard: Jack of all Trades armor. Lots of environmental protections (gas, radiation, etc.). Reduce it's heat protection to below Fur and give it a small amount of cold protection. Decent armor protection.
Scuba: Underwater role. Reduce the durability drain it gets from being underwater. Increase it's armor rating to equivalent of Hide. Cold protection focused. distribute the cold protection of Scuba equally to torso and legs (currently mostly in the legs).
Ghillie: Stealth role. Armor rating should be between Scuba and Hazard, but it should arguably have the lower durability of the three, since it is designed for avoiding combat. Heat protection focused. Perhaps add an effect that it increases the duration of consumables like bug repellent?
Tier 3: Mid-Late game combat role armors. Generally a higher quality version of tier 1 armors, but sacrificing environmental protection for much better armor rating and durability. Also, more of a penalty in environmental conditions they aren't designed for compared to tier 1 sets.
Chitin: Hot environment combat armor. Penalty in cold environments. Lowest durability of tier 3 armors. Increase it's weight for balance.
Metal: Best armor rating and durability of tier 3, but a penalty in both hot and cold environments.
Flak: Cold environment combat armor. Penalty in hot environments. Keeps it's defense from stun damage. Perhaps some added bonus like reduced damage from firearms and/or explosives, since it it a late level unlock?
Tier 4: End game armors.
Tek Armor: unchanged. Good at everything.
With these changes, tier 1 will offer the best environmental protections and still have a potential role late game for traveling/exploring through severe weather environments. There will be a low and high level armor sets for hot and cold weather environments.
The main challenge I see is possibly needing to change the levels at which some armors unlock and perhaps the crafting requirements, if a set's role shifts drastically. Chitin and Flak in particular would probably change the most. You might need to change weights a little bit also.
Suggestion
moonracer
I suggest a drastic rebalance of the armors to flesh out their roles so that each has a purpose and is better balanced against each other or has a worthwhile role to play. I have placed each set into a tier to better explain their roles:
Tier 0:
Tier 1: Primary function is protection from elements, secondary function is armor.
Tier 2: Average protection with unique roles.
Tier 3: Mid-Late game combat role armors. Generally a higher quality version of tier 1 armors, but sacrificing environmental protection for much better armor rating and durability. Also, more of a penalty in environmental conditions they aren't designed for compared to tier 1 sets.
Tier 4: End game armors.
With these changes, tier 1 will offer the best environmental protections and still have a potential role late game for traveling/exploring through severe weather environments. There will be a low and high level armor sets for hot and cold weather environments.
The main challenge I see is possibly needing to change the levels at which some armors unlock and perhaps the crafting requirements, if a set's role shifts drastically. Chitin and Flak in particular would probably change the most. You might need to change weights a little bit also.
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