1) That's an interesting solution. Only, wouldn't damaged components require icons too?
Yeah, adding dimensions to challenge isn't necessarily a good thing. It's just that an armour mechanic provides natural opportunities without additional programming. For example, that ceramic-like piece makes the user invincible on the first hit, but afterwards practically shatters. Another one can be so hard to target (high CTH rating) that nuking or using a shotgun (air. AOE) may end up preferable. Then a liquid-like (the faster the impact the better protection -> huge ranged % reduction) makes a slow hammer an attractive prospect. Or a fortified grenadier with so encumbering suit that in a turn can only either move (like 4 tiles max) or throw a grenade, but he's so greatly protected (high explosive % resist and DR overall) that low damage hits are practically ineffective. Or something around targeting different body parts. Etc.
They would. I'm not opposed to getting additional artwork, some will be necessary anyway. It will require a modification of an existing artwork. In the event that this question relates to one of my objections relating to armour, it's worth keeping in mind that having to get 4-6 drawings per armour class is just one of the objections. Others include muddying the waters in the form of the difficulty in predicting damage types, the click tax of changing armours based on what *might* be a better choice for the current challenge, and the potential need to maintain multiple armours. Guessing here, but additional armour types seem to be an important addition from your perspective.
If that is the case, I don't feel as strongly about it. Not opposed to adding an additional armour type, if it can offer a sufficient benefit in relation to the resource cost, but multiple types, each with their own upgrade tree is highly unlikely - we're just too resource limited to push out in every direction, and if we try, it will be to the deteriment of the game, and will increase the already considerable strain from developing a game of this scope with such a small team.
Daithi, thanks for sharing your thoughts, but I must apologize. Seems I unintentionally mislead you. Have taken your answer that we won't loot armours of enemies (that we'll get materials instead) for granted and build upon that. So asking about icons was only musing whether, in comparison to looting armour components, is looting more often but damaged components worth the effort (more icons and crafting support on your side and item handling on our).
The second part was assuming not-looting too, thus that you wouldn't need to care, like at all, whether armours of enemies are seen useful by players or about switching. So I let myself loose over how could protection change our offensive approach. Obviously, neglected to specify the armour user is a gang underboss/lieutenant and the attackers we.
I don't dwell on individual features, more interested in how it works. Don't think types, whatever that means, are important. Whatever you go for, will simply criticize the game from that perspective. Ha, such assurance. Albeit personal preferences do cloud the judgment (such as my wish for devious foes), not here to demand things, on the contrary.
It seems you're into crafting mechanic but for players you want to focus on upgrading, one or two paths. Am I right?
Some gear variation is built in
From last week I recall walk in the park with survivalists on danger 1, then went into danger 2 one... Oho! Two with rifles, one with SMG plus others - completely swiped the floor with us. Glorious! For once forgot to check the log. Now I wonder, could there be a facility nearby?
As mentioned, have an idea for adding variance to both the defensive and offensive capabilities of enemies, and in relation to what it adds, it's less resource intensive than making multiple, multi level armours for enemies
Had your plan having armours to be part of an equipment tier system changed? I wasn't requesting that, actually, made me worried about pacing -> thus could be better to at least vary things (btw. no-armour vs. yes-armour is also variety).
Hm, does it also mean that you don't plan to give elite gang members, like [under]bosses or so, any special items apart what's given by current gang equipment level? I thought you were planning that it changes for specialists and higher gang ranks.
Anyway, looking forward to the trait system and wish you go crazy with that. No need of armours if they clash with that. Though if a trait has an armour properties it's practically an armour... Only danger is, if players perceive that you gave enemies something looking impossible to achieve.