[0.75] [Suggestion] Limit number of equipment more strongly


I like the weight system - it's good old roleplaying. But I think you should add all items and not just the ones that are worn to the "weight list". That would avoid heroes carrying unlimited potions and such. What is carried by the champion and what is carried by the horse probably has to be distinguished because otherwise a horse would be too mighty. Perhaps what is carried by the horse can not be used in combat. Another possibility would be to make horses much more expensive.

Then I would like to actually see what I can wear: please use some kind of picture where one can put on the gear. Every item has a few spots where it can be worn and with the number of spots you can limit the number of equipment that can be in use.

10,955 views 15 replies
Reply #2 Top

This is stupid.

Its the magic amazing super technology of a pack beast... there is no justification for out of combat weight limits.

Especially for potions which are supposedly very small and light.

Reply #3 Top

I don't like out of combat weight limits either. What's so unbelievable about a champion buying a little cart or something and go trading? Maybe give health potions a 1 turn cooldown instead. That's much more believable. You can only drink so much medicine.

 

Reply #4 Top


I don't think this is that important.  It's a minor "simulationist" annoyance.  There are many other things with the game that really should be addressed first IMO.

Like lack of city specialization, overpowered champions, etc.

Reply #5 Top

Quoting Heavenfall, reply 3
I don't like out of combat weight limits either. What's so unbelievable about a champion buying a little cart or something and go trading? Maybe give health potions a 1 turn cooldown instead. That's much more believable. You can only drink so much medicine.

 

Now that is an idea I can get behind.

Reply #6 Top

I agree that out-of-combat weight is inconsequential.

I do feel that weapons / shields / armor should have functional weight as well as an item weight.  Without using a strength prereq per se, the item could have a certain functional weight value, and the wielders' initiative and accuracy could be negatively affected if their strength falls below the value.

Or, alternatively, you could just do away with item weight and the encumbrance system as it is and use a functional weight system instead.

Reply #7 Top

Quoting mqpiffle, reply 6
I agree that out-of-combat weight is inconsequential.

I do feel that weapons / shields / armor should have functional weight as well as an item weight.  Without using a strength prereq per se, the item could have a certain functional weight value, and the wielders' initiative and accuracy could be negatively affected if their strength falls below the value.

They already are.

Your initiative takes penalties if you carry too much weight into combat.

But even baseline str 8 is enough for most

Reply #8 Top

I think what really needs a limit is how many little trinket accesories you can equip... It gets a tad ridiculous.

Reply #9 Top

Misc equipment needs a hard cap, as do potions.

The encumbrance system is near meaningless for heroes, the max penalty is tiny, removed entirely by a mount, and easily bypassed and then some by other hero gear and a few levels of traits.

It's slightly more relevant for regular units, where their initiatives are constrained and trait slots are limited, but it does not scale to hero abilities well at all.

The design on this feels really schizophrenic, like they can't decide if they're trying to make a full on hero questing rpg or an empire builder with grand armies clashing - so you wind up with absurd minutiae like encumbrance while considering city development at the same time.

Encumbrance for heroes needs to be reworked or tossed, its a fiddly bit of non-relevance right now, much like imbuing heroes.

Reply #10 Top

Limiting none combat gear to 3, then balancing the encumbrance system and the cost for each piece worn would solve the problem.

The real problem is that 8 str is enough to be well equipped.

Reply #11 Top

Quoting Mtrixis, reply 9
Misc equipment needs a hard cap, as do potions.

The encumbrance system is near meaningless for heroes, the max penalty is tiny, removed entirely by a mount, and easily bypassed and then some by other hero gear and a few levels of traits.

It's slightly more relevant for regular units, where their initiatives are constrained and trait slots are limited, but it does not scale to hero abilities well at all.

The design on this feels really schizophrenic, like they can't decide if they're trying to make a full on hero questing rpg or an empire builder with grand armies clashing - so you wind up with absurd minutiae like encumbrance while considering city development at the same time.

Encumbrance for heroes needs to be reworked or tossed, its a fiddly bit of non-relevance right now, much like imbuing heroes.

Exactly. I think there should be a magical item limit of 2 (4 with magic tech) and a potion limit of 2 (4 with magic tech) per hero and the encumbrance penalty should be modified to 25 % (- 1 initiative), 50 % (- 2 initiative) and 75 % (- 3 initiative).

Reply #12 Top

Quoting taltamir, reply 2
This is stupid.

Its the magic amazing super technology of a pack beast... there is no justification for out of combat weight limits.

Especially for potions which are supposedly very small and light.

It's not so much realism I had intended but solving the "I carry around unlimited eqipment"-problem. Adding all equipment to the weight-system is a way to solve this problem without changing the current system much. Hard limits like proposed in other replies is another way.

Reply #13 Top

Quoting Wizard1200, reply 11


Exactly. I think there should be a magical item limit of 2 (4 with magic tech) and a potion limit of 2 (4 with magic tech) per hero and the encumbrance penalty should be modified to 25 % (- 1 initiative), 50 % (- 2 initiative) and 75 % (- 3 initiative).

And if you put this as slots on a sketch of the champion (like in other games) you don't have to know these limits but you see them.

Reply #14 Top

lol but i always hate that even though I have ten fingers I can only wear two rings in other games! :P

Reply #15 Top

Quoting Michael_Zett, reply 12

Quoting taltamir, reply 2This is stupid.

Its the magic amazing super technology of a pack beast... there is no justification for out of combat weight limits.

Especially for potions which are supposedly very small and light.


It's not so much realism I had intended but solving the "I carry around unlimited eqipment"-problem. Adding all equipment to the weight-system is a way to solve this problem without changing the current system much. Hard limits like proposed in other replies is another way.

It is not unlimited it is a single set of gear and some spares on your donkey/cart.

If anything needs to change is how ridiculously overpowering gear is.