UnReal World forums

UnReal World => Suggestions => Topic started by: JP_Finn on October 31, 2020, 03:53:21 AM

Title: Character and clothing&armor sizes
Post by: JP_Finn on October 31, 2020, 03:53:21 AM
At the moment if someone wants to play (metal) armor wearing warrior, they either choose Kaumolais or Sartolais character. They have largest size and as weight directly affects carry weight and encumbrance penalty; there’s no reason to choose any other culture.

Now the suggestion!

Have small characters, say under 65kg (~143lbs) average/usual size above that and below ~90kg (198lbs) and large characters, above 95kg/198lbs
All weights debatable.

Then add ‘small’ and ‘large’ sized armor and clothing items. Keep the current items as average/usual size.
Decrease small clothing and armor weight by (maybe 10-15%) and increase large variants weight by 10-15%
Values debatable.

No more getting correctly fitting armor for the 100kg/220lbs Kaumolainen from that 103lbs/47kg Njerpez.

Also, with metalworking/smithing in dev.plans, enable re-sizing and repairing existing armor.
Title: Re: Character and clothing&armor sizes
Post by: Privateer on October 31, 2020, 06:03:48 AM
Yea! and Girl armor!
https://www.youtube.com/watch?v=8Yh35uWLBQ8
Title: Re: Character and clothing&armor sizes
Post by: zwierzax on October 31, 2020, 09:47:36 AM
The big characters should and will still have advantage
If you take any object - and make it bigger - the area goes up to (in simplification) - to power of two, but volume, and so as weight goes to 3rd power...
And that's why bigger is better, you have more strength (more muscle mass), you have height advantage, and you need to cover only little more area that average.
I don't have mind today to do math, I don't know if the 15% is to much or too less for smaller/bigger armours but is not that simple...

Still I like the idea that 200cm guy can't fit in 140cm person armour/clothes.
Title: Re: Character and clothing&armor sizes
Post by: JP_Finn on October 31, 2020, 04:31:55 PM
Yea! and Girl armor!
https://www.youtube.com/watch?v=8Yh35uWLBQ8
Dirt league is often spot on.
Title: Re: Character and clothing&armor sizes
Post by: JP_Finn on November 03, 2020, 02:47:24 AM
Head and hand pieces sizes might not be that far form each other. Footwear marginally more.

But leg, arm and body apparel pieces should be varied sizes.
Title: Re: Character and clothing&armor sizes
Post by: MrMotorhead on November 09, 2020, 03:19:01 AM
I like the idea especially as it would help smaller characters, who are harshly penalized.  I'm worried about the additional difficulty of finding properly fitting clothes.  As things exist right now, it's very hard to find any articles of certain clothes.  Adding differently sized clothing might make the search that much harder.

Maybe instead of changing items, encumbrance could be adjusted when these items are worn, with the assumption that they have been properly adjusted and fitted.

Title: Re: Character and clothing&armor sizes
Post by: Sami on December 27, 2020, 12:05:57 PM
Have small characters, say under 65kg (~143lbs) average/usual size above that and below ~90kg (198lbs) and large characters, above 95kg/198lbs
Then add ‘small’ and ‘large’ sized armor and clothing items. Keep the current items as average/usual size.
Decrease small clothing and armor weight by (maybe 10-15%) and increase large variants weight by 10-15%.

Having character sized clothes/armour is nice idea to think of, but can easily get overly complicated in action and on code level. We’ve thought about this occasionally too, but after more pondering it hasn’t felt too necessary addition. Maybe, we could try it first with little pieces of equipment – say boots – and then see how fun, or painful it becomes. It would affect to trading as well, as villagers wouldn’t be too eager about the not fitting gear. If you were to sell character made clothes you would have to be able to choose what size to produce. And dozens of other little trivial things that might make things fun on one small sector, but cumbersome for the most of the time. Still, we’re thinking of this, and who knows...maybe one day.