Indie Dev

Hello Guest!. Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, sell your games, upload content, as well as connect with other members through your own private inbox!

Different Armor Types/Ideas on balancing

kl4ss1c

Villager
Xy$
0.00
Hey all,
Im having issues making different armors unique or feel different in game.
For example there is 3 types, Heavy Medium and Light......
Im missing ideas of making them feel different, needing ideas on how to do this.
Im using yanflys armor scaling plugin currently, any ideas on how to make them feel different or serve different uses?
The only thing i can think of is making heavy armor absorb more dmg medium less and light the least, but having issues implimenting that and or even if thats a valid way of doing it....

Many thanks!
 

Freakytapir

Villager
Xy$
0.00
Hey all,
Im having issues making different armors unique or feel different in game.
For example there is 3 types, Heavy Medium and Light......
Im missing ideas of making them feel different, needing ideas on how to do this.
Im using yanflys armor scaling plugin currently, any ideas on how to make them feel different or serve different uses?
The only thing i can think of is making heavy armor absorb more dmg medium less and light the least, but having issues implimenting that and or even if thats a valid way of doing it....

Many thanks!
What I usually do, is give the light armours more magic defense, and the heavy ones more physical defense, with medium armour balanced between the two.
In one one of my games I included force armour, which creates a regenerating HP shield around the user. (Using Yanfly's absorbtion barrier plugin).
Another idea might be to give the lighter armours better status immunities and resisitances, or passive buffs. (Yanfly's auto passive state plugin)
 

Jiriki9

Towns Guard
Xy$
0.00
Often heavy armor also comes with a downside. In many games that is agility, but it could also be Magic Attack Power.
So for example going the agility way, the player can equip some characters with the light, quick armor, letting them also be able to better crit and such. And other characters he will be putting into heavy, slow armor. Medium armor again would be, well, a middle ground. There could also be a fourth type of magical armor here, good for magic, but bad for agility as well (it's no good running in robes, is it?) This can also be combined with skill access I think. And that way, armor types do get quite different from another, I think.
 
Top