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Now, I know that a thousand 'Armor Weights' threads have been set up and then rejected, but I'm pretty sure that I've come up with nicely balanced, fair suggestion that won't be immediately shot down by PvPers, and encourages finding out which armor you fight best with, rather than just getting god armor and only ever using that.
So, all tiers of armor would slightly reduce speed based on their defense, but also reduce the ammount of knockback recieved by a larger amount. This way, a fighter in full diamond armor will still be able to push forward, while still moving a little slower than someone wearing leather or chainmail.
I was thinking it could be a little bit like this:
(Without any armor affecting perks)
Full Diamond Armor = -20% Movement Speed, +25% Knockback Resistance,
(-25% Archery Accuracy and Damage?)
(Yes, I am aware that in real life, diamond is lighter than iron, but really, in Minecraft it's much better for enchantments and much more durable, so it should be a little bit heavier. Also, 5% slower isn't really much of a difference.)
Full Iron Armor = -15% Movement Speed, +20% Knockback Resistance,
(-25% Archery Accuracy and Damage?)
Full Gold Armor = -5% Movement Speed, 0% Knockback Resistance
(Yes, Gold is heavier than Iron or Diamond, but it's not really fighting armor anyway, so there's no need to put huge penalties on wearing it. Also, in the texture pack it is more like gilded iron armor than actual gold armor.)
Full Chainmail = -10% Movement Speed, +15% Knockback Resistance
(-5/-10% Archery Accuracy and Damage?)(Archery penalties not as necessary on this as on heavier sets)
Full Leather = -5% Movement Speed, +8% Knockback Resistance
(Of course, the penalties would be spread out inequally between the individual peices of armor.)
Also, there would have to be perks such as:
Trained = -25% Speed Penalty for Diamond, Iron and Chainmail armor (Medium Level Perk)(As in,
Full Diamond is 15% Penalty, not -5% Penalty)
Confident = +20% Knockback Resistance while still, if player has been standing still for 4 seconds or more, StrengthI effect is given for 1.5 seconds. (Low to Medium Level Perk)
Driven = +5% Knockback Resistance while moving (Stacks with any armor) (Low Level Perk)
Unstoppable = +60% Knockback Resistance while moving (Over-rides Armor Knockback Resistance while in effect) (Very High Level Perk) (Incompatible with Immovable*)
Immovable = +100% Knockback Resistance while standing still (Very High Level Perk) (*See above)
Nimble = -20 Penalty for Leather and Chainmail armor. (Low Level perk, compatible with Trained but won't stack with it.) (Note that as Leather and Chainmail armors have low penalties, this will only have minimal effects.)
I decided not to actually put the Trait system point values, as I do not know how valuable the points will be.
Also, possibly, it could be set up so that walking through grass gives Slowness I, but leather boots negate that, and people walking through it regularly will break it anyway. Also make it so that grass can only be cut with shears (Still able to break the block under it) to discourage just cutting down all of the grass infront of you. Not so sure about this idea, might have been better for a seperate suggestion.
Feel free to say why you like or dislike this or add any related suggestions, but I put some effort into this, so please don't just leave a dislike and then dismiss it, and be reasonable about why you don't like it.
EDITS:
Nerfed the Knockback on the Dia, still better than everything else though
So, all tiers of armor would slightly reduce speed based on their defense, but also reduce the ammount of knockback recieved by a larger amount. This way, a fighter in full diamond armor will still be able to push forward, while still moving a little slower than someone wearing leather or chainmail.
I was thinking it could be a little bit like this:
(Without any armor affecting perks)
Full Diamond Armor = -20% Movement Speed, +25% Knockback Resistance,
(-25% Archery Accuracy and Damage?)
(Yes, I am aware that in real life, diamond is lighter than iron, but really, in Minecraft it's much better for enchantments and much more durable, so it should be a little bit heavier. Also, 5% slower isn't really much of a difference.)
Full Iron Armor = -15% Movement Speed, +20% Knockback Resistance,
(-25% Archery Accuracy and Damage?)
Full Gold Armor = -5% Movement Speed, 0% Knockback Resistance
(Yes, Gold is heavier than Iron or Diamond, but it's not really fighting armor anyway, so there's no need to put huge penalties on wearing it. Also, in the texture pack it is more like gilded iron armor than actual gold armor.)
Full Chainmail = -10% Movement Speed, +15% Knockback Resistance
(-5/-10% Archery Accuracy and Damage?)(Archery penalties not as necessary on this as on heavier sets)
Full Leather = -5% Movement Speed, +8% Knockback Resistance
(Of course, the penalties would be spread out inequally between the individual peices of armor.)
Also, there would have to be perks such as:
Trained = -25% Speed Penalty for Diamond, Iron and Chainmail armor (Medium Level Perk)(As in,
Full Diamond is 15% Penalty, not -5% Penalty)
Confident = +20% Knockback Resistance while still, if player has been standing still for 4 seconds or more, StrengthI effect is given for 1.5 seconds. (Low to Medium Level Perk)
Driven = +5% Knockback Resistance while moving (Stacks with any armor) (Low Level Perk)
Unstoppable = +60% Knockback Resistance while moving (Over-rides Armor Knockback Resistance while in effect) (Very High Level Perk) (Incompatible with Immovable*)
Immovable = +100% Knockback Resistance while standing still (Very High Level Perk) (*See above)
Nimble = -20 Penalty for Leather and Chainmail armor. (Low Level perk, compatible with Trained but won't stack with it.) (Note that as Leather and Chainmail armors have low penalties, this will only have minimal effects.)
I decided not to actually put the Trait system point values, as I do not know how valuable the points will be.
Also, possibly, it could be set up so that walking through grass gives Slowness I, but leather boots negate that, and people walking through it regularly will break it anyway. Also make it so that grass can only be cut with shears (Still able to break the block under it) to discourage just cutting down all of the grass infront of you. Not so sure about this idea, might have been better for a seperate suggestion.
Feel free to say why you like or dislike this or add any related suggestions, but I put some effort into this, so please don't just leave a dislike and then dismiss it, and be reasonable about why you don't like it.
EDITS:
Nerfed the Knockback on the Dia, still better than everything else though