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Author Topic: New Armor Unittypes  (Read 3159 times)

Offline RnF

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New Armor Unittypes
« on: September 07, 2014, 05:43:07 am »
I will be creating the following Unittypes for each armor type and item Tier

Cloth - Embermage (Focus Themed)

Light - Outlander (Dexterity Themed)

Medium -Berserker (Strength Themed)

Heavy - Engineer (Heavier Strength Themed)

For example
Legendary Belt Cloth
Legendary Belt Light
Legendary Belt Medium
Legendary Belt Heavy

Reasons

- Better class specific drops
- Better control of item bonuses and where they go (no wand bonuses on heavy armor for example)
- More variety in armor drops
- Better random items
- Help to differentiate armor so they don't all feel the same

It isn't as much work to get it set up as I was thinking.  So it's very doable.  Getting the affixes organized and created is going to take longer, but will be worth the effort. 

Offline Phanjam

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Re: New Armor Unittypes
« Reply #1 on: September 07, 2014, 05:57:31 am »
This sounds great RnF!

Your last sentence is about what I suspected, that the affixes are the bigger chanllenge :)

Are you making totally new ones? How can we help you? just ideas or some other way (or stop asking you questions and let you get to work LOL!)?



Offline RnF

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Re: New Armor Unittypes
« Reply #2 on: September 07, 2014, 06:18:46 am »
This sounds great RnF!

Your last sentence is about what I suspected, that the affixes are the bigger chanllenge :)

Are you making totally new ones? How can we help you? just ideas or some other way (or stop asking you questions and let you get to work LOL!)?

I will most likely disable most of the old ones and make new ones.  It will be a couple weeks until I get to this point. 

IF anyone wanted to help, organizing the possible effects for each armor type would be helpful.  Making most of the affixes actually goes quickly.

Offline Salan

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Re: New Armor Unittypes
« Reply #3 on: September 07, 2014, 10:09:29 am »
While your doing this you might have to reconfigure which graphics are used at what stage of the game..

there are a lot that can be altered and used with this idea, its definitely one way to add uniqueness, one thing I personally would caution thou is making too many of them class restricted.. Why can't a berserker wear cloth and be a mage, or a mage wear heavy.. of course they might not WANT to wear them, but you might find reasons where you do want to sometimes.

Offline RnF

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Re: New Armor Unittypes
« Reply #4 on: September 07, 2014, 03:14:09 pm »
I actually will be removing class requirements.  A Berserker could wear cloth if they wanted too.  I am a big fan of doing what ever you want... as long as you meet the requirements for the armor.

I was planning on making each armor type basically Magic, Ranged, Dual Wielding and 2H Weapon based (or something like that).  I put the classes up there for a reference point.  I do not plan on making them class restricted.

I was thinking I was going to have to change some graphics... Some of the Heavy armor looks like cloth and some cloth looks like Heavy armor (set stats dictact what is what)
« Last Edit: September 07, 2014, 03:19:48 pm by RnF »

Offline Phanjam

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Re: New Armor Unittypes
« Reply #5 on: September 08, 2014, 12:54:07 pm »
I can pitch-in when you get to the graphics part.



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