>>8898
> armors have a material and style
It's certainly an interesting concept, without doing some play-testing it is hard to speculate how this would play out in the games.
I've got to be honest and say I'm not entirely sure what would change if you changed the style of the armor but not the material other than cosmetics?
I get your point about Elven style could be lighter, but this would just confuse the lines between the heavy/light and medium if you have it) armor types.
I think if you were going down this route you would have to limit it to heavy materials can be made in heavy styles, light in light styles and so on.
That said, from a purely cosmetic/variety point of view I wholeheartedly agree with the idea of having different styles of *some* of the armor types, but I would restrict this to this to something like the following (and these would depend on the region the game is in, for this set I'm going to go off a High Rock region game as that's what I want ES6 to be) and I would avoid making the stats/performance of the armors too different to one another:
> Iron - Imperial, Nordic, Wrothgarian
> Steel - Imperial, Nordic, Breton
> Dwemer - Western, Eastern
> Ebony - Merish (akin to standard), Nordic (basically the carved nordic from ES5), Royal (something based on local kings/lords armors)
> Leather - Breton, Nordic, Imperial
> Scaled - Breton, Nordic, Elven
> Glass - Dunmer, Imperial, Royal
> Chainmail - Breton, Imperial, Wrothgarian
And so on
What I personally think would have more of an impact would be to bring back having more armor sections - Helmet, Cuirass, Pauldrons (R&L), Gauntlets (R&L), Greaves, and Boots.
It seems obvious to me that the reason they simplified to just have four armor slots in Skyrim was that they realized having more would make enchanting even more OP than it already was - however if we use the enchanting "potential" scheme i outlined in my earlier post this would be mitigated.
So in terms of game-play you could swap around different materials in each slot to balance things. This also for me would have an added bonus of making completing your armor set be more "satisfying". Its probably an autistic spectrum thing, but completing a set is really satisfying and this would be greater with more things to collect.
>>8925
some interesting points to digest, I certainly agree that different weapons should feel different to use in game, but I am cautious about saying that swords or maces should be better or worse against different types of enemies from a balancing point of view.
What I mean by this was that the weapons in Morrowind (sorry, I know this is blasphemy) were horribly unbalanced, not so much because some weapons were harder to use (spears anyone) but because there just were not any good high level weapons of some types.
By all means have hammers swing more slowly than swords, but keep the damage per second for both as close as possible, and do something like include more types of power attacks.
I would also say that rather than including more than one "attack" button, it would be better to focus on the timing of attacks - like blocking an attack them swinging your sword (or mace or whatever) at the right time should net bonus damage, and I agree that where you hit the enemy should make a difference based on the armor on that body part and if it's a head-shot and so on. A possible problem with this is that it would make character height an issue (i.e. short Bosmer get hit in the head by taller characters) but it does make sense that a smaller character should be less brawler oriented so I'm not too concerned about it.
I'd also like to see fatigue have more of an effect in combat, your damage should go down a LOT when you're out of fatigue and blocking should be harder and so on.
Written far more than I planned to again - this is a really good thread!