Open mickelus opened 4 years ago
maybe movement speed? the heavier the metal or material is the slower you get, so getting diamond armor would give you lots of armor but would slow you down considerably
Would it also slow down anyone wearing a vanilla diamond armor? Or does it start to slow you down when it's converted to a tetra armor the first time you upgrade it? Because that sounds like not so fun if tetra is in a modpack.
im guessing once it becomes a tetra armor piece, because if it was on vanilla armor that would cause correlation between mods and yeah just generally unfun
for heavy armor debuffs: movement acceleration? like tetra diamond armor does not lower your movement max speed but lowers the rate in which you get up to speed? or maybe its a matter or leather having more ability for getting more material upgrades for movement and utility (rocket boots/slime block piston boots that boost jump hight?) and diamond armor has more enchant ability and fancy inlay and socketing options for special magical things?
hmm... I have some more ideas just want to make sure they are good and fit the mod
Which other stats/benefits could the armor provide than just armor/toughness?
Any bonuses usually obtained from enchantments, such as projectile/magic/etc. protection, and effects like depth strider and thorns could be unique to specific materials.
Why would you use leather or cloth instead of iron or diamond?
First of all, I think this question is based on a bit of a false premise. I don't believe light armor necessarily needs to be equally as appealing as heavy armor. No one ever asks what incentives we should provide to use wooden tools - it's totally fine to have different and objectively better tiers of equipment. The main reason frontline troops in medieval times didn't all wear full plate armor is not because there were significant advantages to mail or leather armor - it's because a suit of plate armor was extremely expensive, and the cost of outfitting an entire army with it was prohibitive, which is a system that's easily replicated in Minecraft.
That being said, there are definitely gameplay benefits for having a heavy vs. light armor system. As such, I think heavy armor reducing movement speed really needs to be the answer to the above question, since that's how it works in real life, and that's how it's already handled by tons of other games. Some games instead have stat thresholds to equip heavy armor, or have it increase mana costs, but those mechanics don't make any sense in Minecraft. However, there is the issue of non-Tetra armors existing that don't affect movement speed, so I would suggest armor only reducing speed once a certain weight threshold has been passed. Then you can design the weight system such that vanilla armors fit under that weight threshold, meaning you don't need to mess with vanilla armor stats or have stat changes when vanilla armor is converted to Tetra armor.
As a general response to the remaining questions:
I imagine each armor piece would have one or more different major components, and each component has a garment, mail, and plate layer, of which you choose up to two. So, you could have a mail glove with a leather lining, a plate cuirass with a mail hauberk, or a simple woolen cap. Some components may only consist of certain layers - for example, spaulders might only have a garment and plate layer.
A helmet could have a helm (cap/coif/helm) and a neck (collar/aventail/gorget) component. The chestplate could be divided into chest (tunic/hauberk/cuirass), and gloves/gauntlets. Spaulders might also make sense, but since they would only be one layer of plate or garment, it might be better to lump them in with the chest component. Leggings and boots probably just need to have one major component each, as you can't really divide them up into individual pieces (with the exception of plate legging components, but I'm not sure it's worth having specific plate armor components). I'm also pretty sure mail boots aren't a real thing, but they're already in vanilla, so there's not much you can do about that.
I assume there would be a binding and a socket minor component. Bindings seem rather more essential for armor than they are for tools, though - would bindings/sockets still be a choose-one thing like they are for tools? You could also add armor pieces like spaulders, cuisses, and greaves as minor components if it makes sense.
I don't see why integrity would need to function differently to how it works for tools. Bindings and garment/lining layers can provide integrity, plate and mail layers can consume it, and settling seems like it fits just fine as a mechanic.
SO! As a Blacksmith and Armorer in real life, i can tell you 2 things. first of all, different kinds of helmet shapes sacrifice visibility for protection. those stereotypical Armet style helmets knights are seen wearing are really, really good protection wise, but its like looking out of a bucket with two small slits for eyes.
Secondly, you're meant to wear a padded suit called a Gambeson under your plate armor to A) stop your skin from getting pinched in the metal parts of the armor and B) protect from bludgeoning damage, because it doesnt matter how thick of a piece of metal you have in front of you, a hammer or baseball bat will rock. your. world. The thicker that padded Gambeson is, the more protection it offers. BUT! it gets, really, really hot and hard to move the thicker it is.
know the reason i bring these up is, perhaps the armor could consist of three different parts. maybe the helmet could be; plates,which is the main component, lining, which is the inside of the helmet or armor that makes contact with your body, and then an armor specific component. for helmets it would be a brim or visor, for chestplates it could be pauldrons or bevors, leggings could be maybe belt attatchments or something? and shoes could be soles or insoles.
maybe you could add a visibility mechanic? the bigger a visor is, the harder it is to see? a kettle hat or nasal helm with no visor wound change nothing at all, but a sallet or armet styled helmet could give blindness-type effects.
anyway, im not that great at writing this kinda stuff and i have a lot of half-ideas. but half ideas are better than no ideas huh? tell me if this helps c:
(btw im really partial to sallets and kettle hats, and id be forever in your debt if you somehow added them... love your mod xoxo)
~FloofyMane
maybe you could add a visibility mechanic? the bigger a visor is, the harder it is to see? a kettle hat or nasal helm with no visor wound change nothing at all, but a sallet or armet styled helmet could give blindness-type effects. :
~FloofyMane
Not a good idea. Its very uncomfortable to have your vision restricted, noone will use those helmets and it would be wasted effort on moders part. Maybe if it was only minor "bits" on edges of screen it could go tho....
However, different modifiers could be added such as making you unable to make critical hits (you cant aim that much) maybe less realistic but more enjoyable.
Ok so, there is a lot of text so I put it into Spoilers, I tried to make it organized, hope you will like it. I also added ideas I liked from @VaguelyLion and @Seitz1 . I tried to keep it more or less "vanilla"; so no such things as piston boots or lasers. I also skipped more basic things such as "double lining", as Im sure those were considered already
Damn, this took me 2 hours to make -_-
I'd limit movement speed to Obsidian Armor, should it be a thing through Tetra. I'd be disappointed if I couldn't use Tetra's diamond armor without a significant reduction in speed.
Maybe instead, a "mobility" mechanic? Wearing an Iron, Gold, or Diamond Chestplate would reduce the speed you can swing a sword or mine blocks, since it's harder to move your arms.
Wearing full Leather or Chain could maybe even introduce a mobility bonus? Or maybe wearing Leather Boots, Leggings, and a Helmet alongside a Diamond Chestplate would negate the Diamond Chestplate's mobility debuff?
It's amazing to get input from someone who has real life experience, thanks @VaguelyLion. Here are some comments on what has been brought up so far:
Remember to provide the reasoning behind your suggestions, why would something be fun or what kind of player fantasies would it play to.
I'd personally love to see Light Armor be viable, and movement bonuses sounds like a good start. Right now there's no reason not to use Diamond, and I'd kill for a reason to use anything else. Especially if I can show my skin off with it (hence me suggesting a "light Iron armor" earlier, with gaps in it).
I like the ideas of soles being a module for boots, and it's easy to come up with a few possible soles. Maybe some sort of soft sole from wool that dampens fall damage? Cleats that make it so you won't slip on ice? Flippers for underwater exploration? I feel like these could be interesting.
I'd really love for modular armor to allow me to only wear certain parts, too. Maybe a chestplate... But only the pauldrons, an arm piece, and a gauntlet (similar to Team Fortress 2's "Shogun Shoulder Guard"). I'm not sure what that combo would be good for, other than looking cool. Making Japanese-style plate armor like Thaumcraft's Fortress Armor would be really cool.
If there were a Japanese-style armor (or even just a kabuto), different crests and menpos could give different buffs. Using a Wither Skeleton mask would give a chance to inflict wither, but maybe at the cost of visibility.
Just some thoughts. The bottom half is moreso just me spitballing some ideas, but the top half really is the focus for what I'd like to see: light armor with a way to show off my skin better.
Going along with what VaguelyLion said about the gambeson: I would compare this concept to the way swords already work in Tetra. Most tools have to head bits, a binding, and a handle. Swords have a blade, a handle, a hilt, and then at least two more module slots. You could easily have a cuirass/breastplate slot (primary armor properties), a pauldron slot (shoulder module), a fastener slot (penalty mitigation like handle wraps), and a gambeson slot as a sort of chassis that the rest of the armor 'hangs' on.
Honing upgrades and different materials could offer protection or other benefits. e.g. imp leather could provide fire resistance
Adding onto the whole 'gauntlets' suggestion - perhaps an unarmed stat someone can upgrade by wearing certain gauntlets? For example, punching someone with a heavy iron gauntlet that has reduced range but increased speed compared to something like a sword. Obviously these wouldn't be the main purpose of wearing a set of armour for most people, but I'm sure the ability to punch the heck out of creepers is appealing to at least some people.
Q. Which other stats/benefits could the armor provide than just armor/toughness? My thoughts on this: Looking at the list of stats we can add via nbt, there's knockback resistance, move speed boosts, flying speed (More on that later in my comment), jump strength, and luck (maybe a bit dubious tho).
Q. Why would you use leather or cloth instead of iron or diamond My thoughts on this: Capitalize on balancing weight for your armor, if you want really heavy armor you get slight speed debuffs (maybe 10-15% max) and more knockback resistance, as well as less modifier slots for other things. Light armor provides a bit less armor in total but more points to work with additional modifiers, as well as being light enough to provide slight speed boosts, maybe even jump strength, and even flying speed boosts (again later).
Q. Which are the minor and major slots (major slots host improvements and should be defining for the item) My thoughts on this: Major slots should be front and back plates imo. These two affect armor, armor toughness, and flight speed the most. Back plate has the possibility for an elytra, sacrificing some armor for flight. See Caelus Api for easy access to the hardcoded elytra behavior. For minor slots we could have lining and bolts. Bolts could use forged bolts, gems, woods, and metals and impact durability a lot. Maybe some luck with gems? Lining would use wool or leather and would be similar to wrappings for tools and give usage for leather and cloth.
Q. Are there different schemas/modules for different classes? I don't think this is needed, outside of enchantments, in vanilla armor is armor, more and less damage reduction.
Q. What provides integrity, is it a single slot for which all modules provide the majority of the integrity or is it perhaps provided by different modules in several slots? I think three parts should decide a lot of the durability like tools, bolts and front and back plates in my example.
That's my two cents anyways.
So possibilities could be
Helmet
Helm
Full (default)
Visor
Chestplate
Breastplate (Used for Defense)
Full* (default)
Plackart (Used for Integrity more than Defense)
Full* (default)
Right Pauldron
Plating
Left Pauldron
Leggings
Cuisse
Full* (default)
Grieve
Boots
Sabaton
NOTES
-*Fulls on Chestplate and Leggings could have Splint and Scale Mail variants (maybe just appearance maybe not).
-Leather would be excluded from tetra schemas (unless some other way is found).
-Chainmail is uncraftable by default and would be excluded from tetra schemas (unless some other way is found).
-These are all purely as suggestions for possibilities.
-I was unable to think of many other attributes to change.
I'm putting some stuff in here that came out of a discussion on the Discord around a month ago, because I think that they'd be useful.
A useful upgrade that could be applied to armor would be "Armor Coatings," which could be applied the normal way, or if you want to get fancy, a "Coating Station," made by right-clicking a Cauldron with a hammer (could also be designed as something found in a Forge). At its most basic, you could use it to apply dye to armor, increasing the durability of non-gold metal armor components to represent a degree of protection from rust/corrosion. However, one could also, further along in progression, use the coating station to brew & apply protective coatings, which would have the benefit of defending against weapons with various enchantments. For instance, if you made a fire-retardant coating (using a potion of fire resistance as a reagent, potentially) and applied it to your armor, then you would be less likely to be set on fire by an opponent wielding a Fire Aspect Sword. This also provides increased functionality for anti-armor improvements, which could also increase the chances of getting past the armor. (Theoretically, a Dagger/Shortblade could even start with that improvement, as a result of it being easier to jam into the gaps in a foe's armor. The same goes for other future potential anti-armor modules, such as a Tuck/Estoc).
Modular Armor could extend into Curios as well. Little modular accessories is something that hasn't been seen since the baublicious mod back in older versions, 1.10/1.12 iirc. Balancing would be my only concern, but could likely be easily handled.
Additional ideas:
I see movement speed being brought up as a factor in choosing armor materials, but in reality, metal plate armor (at least the sort actually designed for battle) doesn't have a significant impact on the mobility of the wearer, despite it being a common trope in video games: https://www.youtube.com/watch?v=qzTwBQniLSc
With that being said, I feel a light/heavy armor distinction is unnecessary. I also do not believe that modular armor customization needs to be as complex as weapon/tool customization since Minecraft armor operates almost exclusively in a passive manner. The benefits of being able to easily customize and repair the armor like other tetra items (even if the armor offers fewer options) would probably be enough for most players.
As for choosing cheaper materials like leather or wool over iron or diamond, a good way to deal with this would be to increase the overall armor repair and crafting cost, making it cost 2x or 3x the materials that weapon/tool requires. This makes sense given the fact that vanilla armor already uses more material to craft than vanilla tools/weapons. If crafting and repair costs are higher for armor, there will be more of an incentive for players to use cheaper materials.
While I agree that the distinction of heavy and light might be unnecessary and having vanilla-like options is completely fine and likely enough for most players, I disagree about not having complexity on armour. Having various benefits and trade-offs for niche tools, weaponry and modules is what attracts me to Tetra, and I'd lying if i sad i wouldn't be disappointed if the same didn't happen to the possible armour implementation. You don't need the armour's resistance for mining, building, crafting, enchanting pretty much at all, while you do need it for exploration and combat purposes, so modules could be added for those niche purposes. But we don't need different items, they all can start with vanilla armour, then modified from there.
How about instead of looking at armour modules only as Light and Heavy, we shift and add a third category: "Regular" Specialized, and Heavy modules.
Regular armour modules would be equivalent to Vanilla-like armour: Adds resistance, and maybe another material-based perk (Enchantability and such). This would work just fine for people who just wants the usefulness of Tetra's system.
Specialized modules would be alternative and niche modules: enhanced in some features while having the lowest relative material resistances, durability and maybe another drawback for the slot. For example: -- Archer lens module (Gems/Glass) for the helmet slot that would take the visor/face-guard module, that would increase the zoom you get from drawing bows(toggleable), and slightly reduce the spread pattern of projectiles, based on integrity. -- Elytra wings (Elytra/Phantom Membrane repair material) for the chestplate slot, adding, well, Elytra flight at the cost of integrity. Might use a special slot not unlike Quick latch's bow/crossbow module. -- Weightened shin (Metal/Stone) guards for the legs' plate slot, would reduce knockback from attacks while increasing the fall speed acceleration. -- Insulated lining (Fibre/Skin/Fabric) for the boots, would reduce/remove natural damage sources such as Magma blocks, campfire, fire, fall damage based on integrity. Flipper soles (Fibre/Skin/Fabric), would increase swim speed based on hardness and flexibility.
On Discord i've suggested that instead of movement speed penalities for "Heavy" modules: how about a tweaked, lesser but stackable vanilla Hunger debuff, that would scale with the material's weight/used integrity and flexibility? If you stand still or are mounted on animals while having Heavy Armoured (debuff), you don't consume food saturation, but when you exert yourself you reduce your saturation x% times faster. It would fit the niche of Heavy Armour without the not-attractive drawback of slowness, aside from the eventual need of food for Sprinting. Food is already a resource you have to deal with regularly, making it have a slight drawback in exchange for having higher resistances I feel is good and in theme. It would shift the penalty from the theme of "carrying weight", to the theme of "overextertion".
It would also make it slightly more balanced, as Food is directly tied to health regen: Give the player higher resistances to burst damage but lower heal-per-saturation point during combat. Which at some point would be negligible because of alternative healing methods (Potion of instant health, Regeneration, Golden Apples, not to mention modded alternatives). And kinda ties in with a rather underutilized tetra mechanic: Potion belts, but i digress.
after reading everything, here are my 50 cents:
all pieces have at least 2 parts, I'll not bother with name, those can come later: defensive and padding
now the fun stuff, extra slots
helmet -- top - decorative piece, can be a feather, wool(trim/color) or bone (horn) -- visor - wood/metal/glass -- mod - special modification to the helmet, given the fact that all vanilla enchantments can be appliend, I think we could go a little of the box --- sonar: highlight nearby entities, like the village bell --- track: if the player look at an entity and press a custom hotkey, this target becomes highlighted as if hit by spectral arrow (useful to track a player or some some) --- zoom: self explanatory --- drowner vision: gives nightvision when underwater (only)
chestpiece -- shoulder - decorative, wood/metal/wool -- back - attachment slot, 4 options: --- air tank (made with metal, increase time underwater) --- elytra: allows fly with rockets --- bat wings: allow short glide sessions --- bag: chest/barrel/shulker, gives extra carry capacity if compat is made with simple jetpacks, allow attach one of thoses.
legs: -- trim: decorative -- greaves: metal -- mod: dash, like rocket
bots -- ankle: decorative, feather/wool -- sole: spike: wood/iron prevent ice drift snow shoes (1.17): prevent player from entering Powder Snow ( https://minecraft.gamepedia.com/Powder_Snow )
I don't know if you are still accepting recommendations, but here are my ideas:
All armour could have some sort of gilding/reinforcing with a different kind of material that gives durability, integrity(or takes integrity away) and add individual benefits (gold makes piglins friendly, etc).
I think the weight issue could be addressed in something like a dash/ram mechanic, where you can quickly close the distance between yourself and your opponent at the cost of weapon cool down. heavy armour would close smaller distances and have a longer tool cool down, but could have the option of ramming opponents. whereas light armour would close long distances and could be used to jump long gaps while having a shorter cool down. This mechanic could encourage players to find a combat style like tanking upfront with heavy armour and heavy weapons taking on large groups, or a rogue like strategy with light armour and weapons specializing in kiting enemies and taking them on one at a time. the dash/ram mechanic could just be a module that you can attach to your armour, I just think it could be a fun mechanic.
attaching a tool belt to your armour would be really handy as well.
Would it be possible to distinguish damage types? For instance, Melee, Missile, and Environmental damage as different types of defense? That could provide different variables to modify the armor with, and different materials could have different base armor values vs each of the three armor types. Perhaps for each type of of defense enchantment?
Other attributes to look at could be things like the expected durability, toughness, and enchantability.
Maybe like what @WitchRolina said with damage types, going off what they are, like lightning striking a small bit more with metal armor and doing more damage with conductivity, while with leather, it insulates and does less damage. going off kinda logic from BOTW with lighting, and could do more with others, like netherite, being from the nether, makes fire and lava damage do less, stacking with fire resist, diamond, nullifying some blast damage with real-life diamond being hard, chainmail protecting more against blades or maybe being able to put chain-mail under your armor to give some more protection, going with why chain-mail was invented to protect a small bit more from swords and the like, and gold not doing much as its malleable, and conductive, but maybe have it give some kind of enchanting buff with how useful it is with enchantments? like lessening the amount of xp needed to enchant items? and iron (definitly did not almost forget about it from the first part) smaller buff from diamond as normally most people use iron before diamond, as it is the easiest to get, but maybe make it a jack-of-all trade type armor? and the ability to add thing inside armor like leather or chain-mail, kinda like what @VaguelyLion said about Gambeson, but make it more than just one thing and make uses for them, like with leather earlier, some insulation, and chain-mail adds a bit of bladed resist? would be a pain to code i bet but could make it unique if it is possible.
i don't know if it was already mentioned but perhaps vanilla diamond would convert to a default such as platemail in a similar way default swords turn into basic blades, and it would have base armor stats, but heavier material changes such as double plated or heavy plate could slow you down? in terms of armor slots i had thought that the body of chestplates would act the same as teh crown of a helmet, the same as teh middle of a boot, same as teh "codpiece" or "tasset" (possible alternate optiiosn for the region) in leggings. they would have a lining option that would mechanically be teh same as wrpping your handles, and could support bolts for tightening/loosening the fit of your armor, providing a tradeoff between prjectile and physical defence and movement speed/swing speed. loggings and boot tweaking woudl affect movement, while chest and head bolts would affect swingspeed/mining. armor classes could be organized into catagories of "Clothing", "Light fabrics" whcih would be leaether, cloth, and certain chainmail, "Medium" which could include ceratin metal such as aluminum from mods, iron, and things like studded leather, double layered lether, mesh armor, and mesh covered leather, and "Heavy armors" whcih could be anyhting like diamond, netherite, gold, steel, triple layered leather, tetra Shaft material (forget the name rn) or the forge hammer plate things, and other such heavy materials that woudl be unwieldy to use but quite effective.
My personal suggestion is similar to up above. I like the idea of the armor 'classes' less being light and heavy, and more 'do i want protection, or do i want Fun Toys?'.
Similar to how a claw is (as far as I'm aware) rather un-good in combat (sorry if they're apparently secretly the best ever, i am unaware) but quite useful as a utility item, armor could leave you with a choice between more protection and more space for cool stuff.
My suggestion? For a suits slots for, gadgets, rather than have your armor slots and then the gadget slots, you instead have to choose how many plates of armor you want vs how many kit pieces.
You might have to trade out the pauldrons of your chestplate for the space for that elytra, or reduce your helmet to the padding if you wanna SEE FOREVER. Meanwhile if you don't want your armor to do anything fancy, you can instead use ALL the slots for actual armor, and I'd say that here would a good opportunity for a split between normal/heavy armor (I'd say to have heavy armor as just an option like how a bow can be straight or recurve).
Personally i say that heavy armor should have a SLIGHT decrease to... Agility. Rather than slowing you down while travelling, if you're loaded up in heavy plate, well, it's heavy, so while you can go as fast as normal it's kinda hard to steer. (If to anyone this sounds... Bad, then i also think that having saturation be drained in this would be equally cool.)
In short: For any given slot on an armor piece, you have a choice between regular armor, heavy armor, and some variety of gadget. (Potentially there could be some gadgets that also provide some protection, but i like the idea of keeping it split unless the idea only makes sense as a form of plating.)
As for options? A thermal core SOMETHING in the chest slot is, to me, a must. My personal suggestion would be something like...
and more 'do i want protection, or do i want Fun Toys?'.
That's the best way to go about it in my opinion. Some of the fun toys like Elytra should go in the main plating slot precisely to make us do this choice.
some hotkey to open a mini inventory for your armors gadgets
We already have a hotkey, it's the belt menu! I really don't like filling the game with hotkeys. The less you can possibly use the better. For this purpose it should be modified slightly, make a section to toggle the gadgets in the armor and to quickly change thermal cells. They should definitely be used more.
Some thoughts that crossed my mind when I learned about tetra and that modular armor was in the works: (this is my first time posting, sorry if my formatting is off/weird)
Polishing. This would ideally be done prior to heat tempering because the material will be more malleable/not as tough. Just like in real life its effectiveness would be dependent on the material used and could be used to increase an armor pieces durability and toughness (exact amount is TBD).
A "heat tempering" system that uses "Focusing crystals" (obtained from a scroll?) and some new machinery that spawns in the naturally generated underground structures. A high-tier (6+ ?) forge hammer would be required to craft the focusing crystals. The process would require and consume blocks of coal (for carbon content) and focusing crystal(s). Limited to one tempering per piece of armor (or perhaps this should be done on ingots/viable materials and be used to introduce new-ish materials?). The end result of this could be extra (significant) durability, armor, toughness, and/or a trait based on the material of the focusing crystal. Undergoing such an intense process would undo any coating (suggested previously by someone else) & polishing.
About which bonuses they could give the player, possibly reactive armor? Like, a shield that blocks the first hit and takes, like, 15 sec to recharge, in which time it can't be used? Or, the exact opposite, a shield that gets stronger with every consecutive hit, but 5 sec without damage cause it to reset? Maybe also on-hit buffs/debuffs. About the integrity, I'd say it should be like modular doubles, having a frame providing stability and plates/padding providing stats.
About which bonuses they could give the player, possibly reactive armor? Like, a shield that blocks the first hit and takes, like, 15 sec to recharge, in which time it can't be used? Or, the exact opposite, a shield that gets stronger with every consecutive hit, but 5 sec without damage cause it to reset? Maybe also on-hit buffs/debuffs. About the integrity, I'd say it should be like modular doubles, having a frame providing stability and plates/padding providing stats.
A shield system in general would be cool, and could work well with the whole arcane-technology vibe the mod has going on already
Yeah, it would defitely fit. Expanding on that idea, different engravings/socketed gems would provide different reactions. Lapis, for example, would be reactive, charge up, tanking the first hit and reducing shield hp instead of player hp. Emerald could be retroreactive, slowly drecreasing and charge through consecutive damage, which would help against combos and many, weak hits. Diamond could provide a permanent ~30% danage decrease and quartz would charge when attacking and weaken incoming attacks. The shield would be displayed as a shield symbol to the right of the hotbar. It would only be on, e.g. helmet or chestplate. Also it would catch damage even before potions/durability.
Modular armor proposal: 1.Visual Addons - you can add them to make only visual changes like add plates(shoulder, neck), feather on helmet, make the armor look samurai(or other armor styles) and other. 2.Combining chainmail with leather(like the Witcher armor)
When visual armor gets added, please add a server config option for locking it, for pvp servers. And for chain/leather, maybe it will be possible to allow 2 materials per armor material, allowing e.g. shulkered gold or scute leather, or even chain leather or meshed netherite.
movement speed, durability, fall damage, jump height, recovery, immunity to some effects, water breathing for some linings such as prismarine crystal shard lining, fire immunity for netherite, spike resistance for things like cactus and sweet berries, ice walker for not sliping on ice, soul walker for soulsand, swim speed, void walker so you get teleported to land if you fall into the void, lava vision (like night vision but underlava), knock back resistance, poison immunity, lava walker, high damage resistance for speicific effects like arrow resistance for full leather armor. could do things simalar to thorns, gold plating/coating for friendly piglins. hunger reduces slower for light armors, emerald coating/plating for cheaper villager trades, deep pockets armor allowing you to increase inventory space. wither immunity. theres many things you could add.
In the vein of attributes for lighter armors, such as leather or cloth (wool gambesons anyone?) Cold Resistance for when you sink into snow blocks AND/OR mods that add temperature as a stat to maintain. Easier to move in: .05 - .15 increase in weapon swing speed. Snow Shoes (leather boots only) allow walking over quick snow Ice Spikes (boots) no sliding on ice -.05 move speed on grass/dirt Easier to move in: .05 - .15 increase in weapon swing speed.
Heavier Armors Instead of just slowing swim speed, as I've seen suggested, should outright make you sink like a rock. (but you can still jump if not in a swimming state so you can "climb" out of the water) Penalties for wearing heavier armor can be an impact on how long you can sprint (instead of a flat movement speed debuff), and when your done sprinting, your weapon is set to 0 swing charge. Heaviest armors disable sprinting altogether.
Some general ideas for armor mods Archers Wrist Guard (body armor) decrease bow draw speed slightly (buff) Nasal Guard (helmet) slight increase in def/dur Aventail (helmet) moderate increase in def/dur Flippers (boots) +50% move speed in water -50% move speed on land Cod Piece (leggings) slight increase in def/dur heh >.> Spiked (all armor) Thorns, .05 weapon speed debuff
SHIELDS Size matters, the larger and heavier the shield the slower its recovery time is, easy enough to reflect. Disk/Plate - main material of the shield Boss - increase def/dur Rim - increase def/dur Rivets - increase dur Disk/Plate - main material of the shield Cover (leather/thin metal stretched over the shield - different effect based on material used. Grip - increase shield recovery speed.
Hmm this is a really cool thread and I've seen a lot of great ideas one of the ones that inspired me most was the one about adding potion effects to the armor as a coating and i’ve been thinking about it throughout the day about how to improve upon the concept of just ordinary potions and applying them to armor. So, I thought what would be a great idea is not being able to put just single potions on but having to combine them together into a reagent or to just have two or three slots in the menu to put (probably lingering) potions in so it makes more sense. One combination I thought of was like a combination of instant damage and strength would decrease maximum health but give you an increase in percentage damage, like the old strength potion, and calling it berserkers’ rage or aura or something. Or like instant health and strength would give additional damage resistance or just maybe having more health but no damage buff whatsoever. So instant damage would strengthen the other original potion effects in percentages but instant health would dampen and change them and poison would give decaying properties to the armor like it takes more durability damage but with slow falling or other air related potions you could give off a poison gas trail. Maybe even blindness would be the sneaking reagent you have to mix with other potions to get a good sneak effect. Also i was thinking about certain schematics that maybe potion related mobs like witches or maybe finding them from clerics or potion related villagers to get power 3 fusion potion effects that offer maybe a special skill like the howler to certain armor pieces. Some of them might even include other items like golden apples or rotten flesh for their combination like one thing I just thought up would be aegis: instant health, regeneration, and golden apple and it would give like a regeneration or defence shield field for other players and friendly mobs and yourself. Or maybe rotten flesh for like a flesh eating skill? Get hunger bars from eating the enemy… sounds pretty weird but why not have weird effects with weird items?
About the light vs heavy armor debate I think I agree with the creator that there shouldn’t be a movement debuff from heavier armors but I do think there should be one for lighter armors and as one of the people said there should be tiers to armor but they should all be unique in their own way. Leather would give a speed increase but also a fall damage reduction effect and maybe foliage or insectile damage reduction or poison chance evasion, basically an adventurers’ clothes set. So it would be a really good beginning game armor used for exploring but not really for fighting. Chanmail would give better armor and better protection at the cost of a smaller speed buff, maybe copper would have the same speed and it could also be something you hone into armor such as bridging out the armor’s materials value.
Another thing to consider is the amount of pieces and layers should be in each armor piece and it should be different for each armor piece. I think the smallest helmet should have at least 3 main material slots and the chestplate should have at least 5 since it literally takes more materials to make armor than weapons and tools. The smallest amount (for boots and helmet) should probably be; inner lining, plate, and decoration/functional outward piece from the armor. Thoughts I’ve had on leggings would be separation between the thighs and shins so an extra plate, and for the chestplate should be like pauldrons and gauntlets for more protection or maybe the gauntlet would be an addon in which case you could have a triple layered cuirass for more chest protection since that’s pretty essential. I guess you could remove the inner lining or gabeson for an extra or a material slot that would not in the original armor piece.
Okay this is really the last thing I thought of but it’s also just a cool idea in general. Sets… but cool. Like it could interchange between armor pieces where all the inner lining would be leather and you would get physical or close range damage resistance, or a full set of leather outer material would give you the above mentioned adventurers’ spirit or whatever you call it buff for increased speed or higher resistance to certain debuffs that an adventurer might encounter. Or maybe a full set of nether/fiery material outer decoration could increase smithing strength or maybe decrease anvil costs? There’s a lot you could do with just the material properties.
TLDR: potion combinations on armors, having three pieces at least per armor and material potential, and having sets for the different layers of armors on different pieces being the same material to cause cool effects, I feel like this would have so many cool and insane combinations and synergies with the potions and set effects. I hope this gives some inspiration to others to come up with cool ideas and hope even one of these things goes to the creator I feel like modulated armor has so much potential.
just throwing this idea out there for armor stealth, modules to decrease sillouette in order to increase stealth it may be lighter in armor or something to compensate but i got the idea from recon halo reach armor having a description that mentions the idea, and it does kinda make sense
So I've given this some thought and I wondered if maybe armour should be approached slightly differently from Tools? Its an opportunity to do things differently, rather than just apply the current game design from tools onto something else - maybe Mikelus has some ideas he shelved previously but might be worth rehashing?
I'd like to see the player have to upgrade an Anvil instead of a crafting bench. A magma block or lava block nearby instead of just tool racks for forging (I'm sort of riffing off Tinkers a bit but without having to build a whole multiblock) so that when you get Tetra really going you have a sort of 'forge' room thrown together.
I also wondered if you design your build with more commitment in mind - you start your armour with leather to 'wear it in' but then you have to choose: work on detailing this and its 'set', or you could use this as a lining for iron plate and use gold thread; but now it needs wearing in again. And if you decide to take it a different route and go emboss it or then put gems into the iron; you cant go back. You have to sort of start over.
This makes you commit to that armour build. That first set you do might become your 'every day' run around set that is 'honed' for running around. But your boss set is something you work on over time with a specific goal in mind. Some experimentation is still available, but your encouraged to plan it out a bit. Gives the armour more identity.
Continuing off of @Sinuisan's idea, as I do enjoy the idea of a multiblock forge, armor could be comprised of an 'underlayer', 'chassis', and 'plating'. Potentially with one or two extra modules for utility, like an elytra upgrade or 'power armor' via the power cells for a few examples (since armored elytra is nice, and power cells lack extended functionality at the moment). Normal armor would lack the underlayer and extra modules, and would have a plain chassis and plating of the relevant material.
Underlayer variants could include:
Chassis variants could include:
Plating and chassis would increase or add stats depending on the material used to make them, which can be kept mostly consistent with vanilla armor (like netherites natural knockback resistance). And the enchanting would be the same as weapon enchanting, each module having e certain amount of stability to use.
The repeated 'breaking in' I personally feel is a bit redundant, especially since with normal tetra tools replacing a part removes all hones and properties to begin with. As for the 'full commit' to a build, that could make the armor itself a bit more balanced, but i feel the resource sink that's needed to replace the parts in the first place is enough.
I think that the speed penalty for things like full plate armor which were historically heavy sure but made very specifically to not compromise mobility for knights, especially since they had to climb up onto horses and in the typical clumsy depiction of heavy armor that'd be nearly impossible.
The cost was the primary thing that made it prohibitive as well as the extreme difficult in making such armor as that stuff took a ton of skill and the collective knowledge of decades of metal workers. though preproducing any sort of skill like that would be extremely hard I think perhaps you could have the schematics play a big role in how the armor is made and how it gets better. without any schematics to work with the player may only be able to make the armor thicker to increase protection which would increase the protection and weight enough to justify a slowness penalty and an attack speed penalty. then as they explore they could find schematics for varying tiers of plate mail and other sets which would be similar to gild I-V upgraded to get better tiers or even made unique so higher levels could only be found rather than created with the final tier being a typical medieval set of plate-mail offering maximum protection without any significant debuff to mobility or attack speed.
you'd also have to debuff vanilla armor to make this worth while as the armor cap would negate the use of any heavy armors period if they had any negative since a vanilla set could do just as well without hindering you. light armor could then be a set that is automatically decent for players not needing to be upgraded to provide no bebuffs to them. being negated latter on sure but it would have a place early on if all other armors weighed you down at first due to a lack of knowledge in armor making from schematics. leather also generally is easier to work with so it'd make sense for light armor to be easiest to make early on as only some plates of certain materials are needed on top of the leather and chainmail.
Main attributes would have to still be armor and armor toughness but a weight would have to be in some way introduced. possibly also a mobility stat which could affect attack speed and perhaps even the speed at which you can turn your camera. weight could affect movement speed and the speed at which you sink in water or fall from heights. also could negatively affect mobility with an elytra for instance. also some materials could give special effects such as extra fist damage with things like gauntlets or extra luck on the player. maybe certain materials or modules could give potion effects or work like a hopper for a small inventory of potions offering an effect from the hopper at the press of a button. spikes on armor giving a thorns like effect or a sheath reducing the penalty for switching to a weapon or tool from any other slot.
overall I think it is important to keep in mind that if there are to many negatives to tetra armor, especially in the case of heavy armors, in relation to vanilla armor then it won't be used much at all. if there are to be negatives for heavy armor types then vanilla armor should be hindered with similar or worse negatives and the value should be reduced on them. could also add in a config option or auto detect to keep vanilla values as is and instead buff tetra armor above the cap if a mod that removes the cap is present such as attribute fix.
I had an idea how to implement armor, you need to divide it into 3 types:
I had an idea how to implement armor, you need to divide it into 3 types:
- Light armor is created from fabric, leather and scales. Gives little armor, but has a lot of integrity and gives a buff on speed and haste.
- Classic armor is created from all materials except fabric and possibly scales, it does not give any bonuses to the characteristics and has medium integrity.
- Heavy armor is made only from metal gives a lot of armor, gives slowness and fatigue has little integrity.
This could actually work rather well, as far as I'm aware. The default armor made in a normal crafting table could even default to the classic variant, just like how vanilla tools will convert to tetra tools once modified in the workbench. I'd also add chain to the light armor too, unless we'd want that to be classic tier.
I may be biased but I still think my armor system would work just as well. It's functionally similar to the shield system, with the underlayer (the strap), the chassis (the shield), and possibly other parts (the embossing). From here, vanilla armor would just default to an empty underlayer and embossing, with the default chassis of plain. I just think this system is a bit easier to work with, and has a bit of room for addons adding in special chassis and underlayer variants without having to add an entire new item type.
The structure of the armor: -The helmet consists of: the main plate it determines the type and gives the main characteristics:integrity, armor, durability; the interior finish is created from leather and scales gives additional armor; the side plate gives armor if removed gives integrity and can be replaced with improvements; the front part of the helmet can be fitted with a mask that slightly restricts the view and gives armor. -The bib consists of: the main plate it defines the type and gives the main characteristics:integrity, armor, durability; interior decoration is created from leather and scales gives additional armor; shoulder pads give armor if removed give integrity and can be replaced with improvements; the front and back of the plate can be improved on it. -Greaves consists of: the main plate it defines the type and gives the main characteristics:integrity, armor, durability; interior decoration is created from leather and scales gives armor; pants give armor if removed give a bonus to speed. -Shoes consist of: main plate it defines the type and gives the main characteristics:integrity, armor, durability; the interior finish is created from leather and scales gives armor; the sole can be improved on it.
Armor Improvements: -General: reinforcing plates are created only from metals, give a little armor and strength, also if the plates are made of gold, the piglins will be neutral to the player. Spikes are created from metals and bones work like Enchanted spikes, but in addition to the damage it causes bleeding by the way, if they are made of gold, the piglins will be neutral to the player. The heating plates are in ruins, ignite creatures when attacked by the owner, work on the energy of thermal cells. The exoskeleton is an interior decoration that is in ruins, it gives the effect of strength and speed with haste, but it is very quickly rarefied works on the energy of thermal cells. Crystals give different effects: lapis lazuli (intuit), diamond (gives armor and strength as a percentage), emerald (chance not to take damage) -Helmet: The lantern is made of prismarine, why not from a lightstone well because. Horns and combs are made of metals and bones only horns are exclusively decor. Turtle shell is an interior finish that makes it possible to breathe underwater. Banner install it on the helmet to show which side you are on. the mask gives protection slightly limits vision, you can raise and lower it by pressing a key. -Bib: The backpack is made of leather and scales, gives an extra. place in the inventory. Liquid tank it stores liquids. Elites are just elites on the breastplate. Energoryukzak allows you to store and use FR Energy. Thermorukzak allows you to store and use thermal energy. Decorative shoulder pads. shoulder guns are in ruins and work on thermal energy and there are several types of them: a mountain laser is needed for rapid drilling of caves causes very little damage, which is why it is not suitable for combat, an alchemical cannon shoots potions, a rocket cannon shoots fireworks. -Greaves: I don't know what to add. -Boots: Jet boosters allow you to fly up. Fins accelerate the player in the water.
@CoolDemon96, perhaps the Greaves have a way of "infusing" your inventory with ender, to replace your inventory with your enderchest's inventory. The chestplate can have the backpack be the enderchest instead. Maybe the Greaves can have thermal-based leg accelerators? If installed, they will slow you down without energy (since the motors are locked), but speed you up with energy!
helmet- "boiler" creates thermal energy from the sunlight hitting it, but only if you have water in a chest tank! chestplate- a component that will weaken you, but generate energy every time you hit something. greaves- a commonent that slows you down, but generates energy. those generaters can be tied to a keybind. so, turn it off and then turn on an improvment?
So possibilities could be
Helmet
Helm
- Linked (minorly decreases armor, slightly increases projectile defense)
Full (default)
- Gilded (For piglin trading)
- Hardened (minorly increases toughness, slightly decreases durability)
- Add Comb (Appearance Only)
Visor
- None (default)
Full (slightly increases armor, decreases durability) (must have a full helm as well)
- Add Banner (Appearance Only)
- Halloween Pumpkin Visor (does what a jack-o-lantern would do)
Chestplate
Breastplate (Used for Defense)
- Linked (minorly decreases armor, slightly increases projectile defense)
Full* (default)
- Gilded (For piglin trading)
- Hardened (minorly increases toughness, slightly decreases durability)
- Add Banner (On back)
Plackart (Used for Integrity more than Defense)
- Linked (slightly decreases armor, increases projectile defense)
Full* (default)
- Gilded (For piglin trading)
- Hardened (minorly increases toughness, slightly decreases durability)
Right Pauldron
Decorative additions
- Spikes (Maybe?)
- Engraving (W/ different materials)
- Adding Banners (Appearance Only)
- Slotting
Plating
- Leather Guards (decreases armor, slightly decreases durability, increases draw speed)
- Single Plated (slightly decreases armor, slightly increases attack speed)
- Double Plated (default)
Left Pauldron
Decorative additions
- Spikes (Maybe?)
- Engraving (W/ different materials)
- Adding Banners (Appearance Only)
- Enchanting
Plating
- Leather Guards (decreases armor, slightly decreases durability, increases ranged damage)
- Single Plated (slightly decreases armor, slightly increases shield recharge rates)
- Double Plated (default)
Leggings
Cuisse
Linked (minorly decreases armor, slightly increases projectile defense)
- Poleyn (minor boost to durability)
Leather (decreases armor, slightly decreases durability, slightly increases movement speed)
- Poleyn (minor boost to durability)
Full* (default)
- Gilded (For piglin trading)
- Hardened (minorly increases toughness, slightly decreases durability)
- Poleyn (minor boost to durability)
Grieve
- Linked (minorly decreases armor, slightly increases projectile defense)
- Leather (decreases armor, slightly decreases durability, slightly increases movement speed)
Full* (default)
- Gilded (For piglin trading)
- Hardened (minorly increases toughness, slightly decreases durability)
Boots
Sabaton
- Linked (minorly decreases armor, slightly increases projectile defense)
- Leather (decreases armor, slightly decreases durability, slightly increases movement speed)
Full (default)
- Hardened (minorly increases toughness, slightly decreases durability)
- Engraving (W/ different materials)
NOTES
-*Fulls on Chestplate and Leggings could have Splint and Scale Mail variants (maybe just appearance maybe not).
-Leather would be excluded from tetra schemas (unless some other way is found).
-Chainmail is uncraftable by default and would be excluded from tetra schemas (unless some other way is found).
-These are all purely as suggestions for possibilities.
-I was unable to think of many other attributes to change.
I really like this options, but some things id change:
Re: the speed issue, I'm throwing my vote in with lighter armor giving speed boosts. Not changing armor by default is a good idea, but if you're gonna change armor, it should be framed as a bonus ("If I want to be more mobile, I can switch to leather pants and boots!") and not a penalty ("Aw, man, my full diamond plate makes me slow. This sucks.")
I also think there should be specific benefits to wearing lighter armor. It's not super realistic, as IRL you'd just wear a gambeson under proper armor, and the lightest that you really went was chainmail (or heavily-layered cloth, which was apparently remarkably strong). However, one of the things I've never liked about Minecraft's combat is that there's no real decision-making to be made; in vanilla, diamond is just better in every way, so much so that going from iron to diamond more than doubles your effective health.
To that end, I think leather and cloth armors should have some sort of DPS/mobility role. Heavy armors can fill the tank role; leather and cloth armors should play into the fantasy of being a cunning thief who strikes so quickly that armor isn't a concern.
Maybe you could have a couple of armor schemas that have unique effects, which scale better with light, flexible materials like leather and cloth:
Gain bonus damage based on how full your health is, and bonus protection based on how close you are to death. The damage bonus drops to 0, and the protection maxes out, when you're at 5 hearts. Bonuses are based on material flexibility.
This would make the Leather Vest set a middle-ground between good armor and glass-cannon. Taking hits wouldn't be the end of the world, but if you can stay at or near full health, you get higher damage output.
Attacking an enemy applies stacks of Flow. On reaching 3 stacks of Flow, the target takes additional magic damage and clears all stacks. Damage is based on material flexibility, with a penalty based on material density.
This would make the Cloth Robe set a potentially fatal combination with Shortblades or dual-wielding--fitting neatly with the classic assassin role. You could also use Leather, but since Leather is a little denser--and thus protects more--you get less damage out of the effect.
The "normal" armors should probably have their own effect, and they're meant to fall into a tank role, so:
Taking damage or blocking an attack applies a stack of Glancing Blow. Each stack of Glancing Blow reduces incoming damage from all non-magical sources by a small amount. Stacks begin decaying after 3 seconds out of combat (not doing or taking damage). Stack cap is determined by material density. Protection amount is determined by material flexibility.
In effect, heavy armor would shine in situations where you're taking a lot of hits at once. It would also synergize with having a shield or a Sturdy Guard--thus emphasizing a more defensive playstyle.
To go with the above, you could also make the medium-armor Vest set scale with flexibility and hardness minus density, the light-armor Robe set scale with flexibility minus density, and the heavy-armor Chestplate set scale with density and hardness.
You could also just set a hard limit on what materials can be used for Vests and Robes, but frankly, I like the idea of the player being able to make an Iron Robe, only to realize that it has worse stats than a Cloth Robe.
So possibilities could be
Helmet
Helm
- Linked (minorly decreases armor, slightly increases projectile defense)
Full (default)
- Gilded (For piglin trading)
- Hardened (minorly increases toughness, slightly decreases durability)
- Add Comb (Appearance Only)
Visor
- None (default)
Full (slightly increases armor, decreases durability) (must have a full helm as well)
- Add Banner (Appearance Only)
- Halloween Pumpkin Visor (does what a jack-o-lantern would do)
Chestplate
Breastplate (Used for Defense)
- Linked (minorly decreases armor, slightly increases projectile defense)
Full* (default)
- Gilded (For piglin trading)
- Hardened (minorly increases toughness, slightly decreases durability)
- Add Banner (On back)
Plackart (Used for Integrity more than Defense)
- Linked (slightly decreases armor, increases projectile defense)
Full* (default)
- Gilded (For piglin trading)
- Hardened (minorly increases toughness, slightly decreases durability)
Right Pauldron
Decorative additions
- Spikes (Maybe?)
- Engraving (W/ different materials)
- Adding Banners (Appearance Only)
- Slotting
Plating
- Leather Guards (decreases armor, slightly decreases durability, increases draw speed)
- Single Plated (slightly decreases armor, slightly increases attack speed)
- Double Plated (default)
Left Pauldron
Decorative additions
- Spikes (Maybe?)
- Engraving (W/ different materials)
- Adding Banners (Appearance Only)
- Enchanting
Plating
- Leather Guards (decreases armor, slightly decreases durability, increases ranged damage)
- Single Plated (slightly decreases armor, slightly increases shield recharge rates)
- Double Plated (default)
Leggings
Cuisse
Linked (minorly decreases armor, slightly increases projectile defense)
- Poleyn (minor boost to durability)
Leather (decreases armor, slightly decreases durability, slightly increases movement speed)
- Poleyn (minor boost to durability)
Full* (default)
- Gilded (For piglin trading)
- Hardened (minorly increases toughness, slightly decreases durability)
- Poleyn (minor boost to durability)
Grieve
- Linked (minorly decreases armor, slightly increases projectile defense)
- Leather (decreases armor, slightly decreases durability, slightly increases movement speed)
Full* (default)
- Gilded (For piglin trading)
- Hardened (minorly increases toughness, slightly decreases durability)
Boots
Sabaton
- Linked (minorly decreases armor, slightly increases projectile defense)
- Leather (decreases armor, slightly decreases durability, slightly increases movement speed)
Full (default)
- Hardened (minorly increases toughness, slightly decreases durability)
- Engraving (W/ different materials)
NOTES
-*Fulls on Chestplate and Leggings could have Splint and Scale Mail variants (maybe just appearance maybe not).
-Leather would be excluded from tetra schemas (unless some other way is found).
-Chainmail is uncraftable by default and would be excluded from tetra schemas (unless some other way is found).
-These are all purely as suggestions for possibilities.
-I was unable to think of many other attributes to change.
I feel like it would be interesting to have a set of loot scrolls in strongholds or something that allows the player to craft different variants of armor! Like the scale mail, splint mail, and chain mail.
Also, I have some spitball ideas regarding other loot schematics and integrations with ancient ruins crafting materials :>
Is it possible to reduce the mob detection range when wearing light armor?
Doing a quick Ctrl-F does not yield any matches so hopefully nobody else has already suggested this.
Questions and suggestions regarding modular armor are frequently brought up on discord, here's an issue to gather ideas but also to present the issues that we need to solve. Some of this stuff is assumtions on my part, please correct me if I'm wrong.
Things that need to be solved: