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dahools

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  1. Hi guys, I have had some thoughts on armor and how a system could work in order to keep materials relevant at all levels throughout the game. Have a system where there is a stitch/underlay/frame (base structure of some sort) which upgrades with each tier and then use materials to finish off the final piece. Some examples would be, (obviously substituting in materials suited for Project Eternity's world) Tier 1 Cotton stitch - has a base armor of x amount Tier 2 Wool stich - has a base armor higher than tier 1 Tier 3 . . . . . - etc. . . . . . . . . . . . - . . . . Then have extra values or attributes for specific materials to finish off the final piece i.e silk is light (can hold more weight or move faster), padded leather is warm (small bonus to cold resistance) hardened leather is rigid (improved def against piercing) etc . . . . or another example using armor types as the variable (i think this would be more difficult to implement ) Tier 1 - Bronze frame Tier 2 - Iron frame Tier 3 - Steel frame Tier 4 - Obsidian frame Chain type, plate type, full plate, granting different bonuses or features on top of the base score, so a user can use chain mail through tier's 1 - 4 if they so choose to. Either system is workable if the effort was put in to work out how many bases types you would need and what classes could use what without penalty etc, then how many materials/styles you want and what little bonuses they would give on top of the base value. This would create quite a lot of variety and on top the ability to enchant or magically improve everything in some way afterwards, would probably leave no two players with the same setup at all. Just a thought , # Similar system could work for weapons too I would imagine that would go hand in hand. Thanks for the updates Keep em coming

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