You know, Nord invasion is better than cRPG for one thing, that it doesn't have that pesky repair system that everyone is so messed up about. You dont have to wear that plate armour of yours without crying over spilled gold bags. But cRPG implemented this annoying feature for good reason, to balance out weapon/armour efficency versus maintenance trade-offs. Even a small club can be useful to some poor sod in need of gold badly since there's no need for repairs.
In the current version of Nord Invasion, you can buy anything and wear anything, which in the long run, will lose out interest in this mod. Lower-end items will literally gather up dust while all the veteran players get those coat of plates armed with glaives and long bows. There has to be an external balance stat to tip the advantage to a player with just a Red Tunic.
For that, I suggest implementing extra stats for certain weapons/armour. Light armour and weapons allow you to run faster with extra athletic stats, making them more useful and viable for players who prefer speed than protection. Heavy armour and weapons on the other hand, should be balanced with alittle extra weight, so they still can hold interest in Heavy defense.
Ranged weapons should be nerfed when heavy armour is in use, so not to overpower players. Medium armours might incur some weapon proficency penalty while heavy armour is practically useless. That way, you won't see archers running around in plate armour and being able to take down Nord Knights with their battle axes at the same time. Every class should have a balance, pure archery/light infantry in light armour, versatile medium infantry or heavy infantry for pure melee.
There should be a set item bonus for each weapon towards armour. Heavy two-handed weapons can give a slight damage bonus when combined with heavy armour, save for a few special two-handeds for light to no armour(If you want to play a berserker-like viking that is) like an axe. Light weapons like a short sword gives an extra speed attacktowards infantry wearing medium armour, daggers got better piercing damage with light armour and so on.
That means archers would have the range, but lack protection and must cover the heavy soldier who lack any sort of proper range protection but can mow down any sort of enemy they encounter. Medium soldiers are the balance between the two(although not pure in either) and can switch to melee or ranged on the fly)
Diversity would help to keep this mod alive for a very long time, and if everyone balances out their class to their armour, not everyone will be plate totting champion archers. :
In the current version of Nord Invasion, you can buy anything and wear anything, which in the long run, will lose out interest in this mod. Lower-end items will literally gather up dust while all the veteran players get those coat of plates armed with glaives and long bows. There has to be an external balance stat to tip the advantage to a player with just a Red Tunic.
For that, I suggest implementing extra stats for certain weapons/armour. Light armour and weapons allow you to run faster with extra athletic stats, making them more useful and viable for players who prefer speed than protection. Heavy armour and weapons on the other hand, should be balanced with alittle extra weight, so they still can hold interest in Heavy defense.
Ranged weapons should be nerfed when heavy armour is in use, so not to overpower players. Medium armours might incur some weapon proficency penalty while heavy armour is practically useless. That way, you won't see archers running around in plate armour and being able to take down Nord Knights with their battle axes at the same time. Every class should have a balance, pure archery/light infantry in light armour, versatile medium infantry or heavy infantry for pure melee.
There should be a set item bonus for each weapon towards armour. Heavy two-handed weapons can give a slight damage bonus when combined with heavy armour, save for a few special two-handeds for light to no armour(If you want to play a berserker-like viking that is) like an axe. Light weapons like a short sword gives an extra speed attacktowards infantry wearing medium armour, daggers got better piercing damage with light armour and so on.
That means archers would have the range, but lack protection and must cover the heavy soldier who lack any sort of proper range protection but can mow down any sort of enemy they encounter. Medium soldiers are the balance between the two(although not pure in either) and can switch to melee or ranged on the fly)
Diversity would help to keep this mod alive for a very long time, and if everyone balances out their class to their armour, not everyone will be plate totting champion archers. :
[Image: 2n6u4ux.png]
For the Honour of the Fallen Swadians.
For the Honour of the Fallen Swadians.