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Information about armor types

Postby Thalar on Thu Jun 07, 2012 9:28 pm

Reza and I have been discussing the variability of armor types, especially with respect to the potential workload it represents. Having a different armor to draw for every possible different unit would be too much to pile on to the artist, I believe we should strive for something that works without causing burnout or stress for the artist.

As a compromise, we have arrived at the following solution:


The clan will have access to 3 different armor types (not counting unarmored). Each class that can wear armor will have something to distinguish them from the others who are using the same armor (more info on this later, I'm waiting for a reply from Reza before finalizing the details).

The intent is not for the classes to have to be wearing the armor at all times (except for the Warriors), but for them to be able to wear it when it is needed.

The category of armor also says something about how effective a particular class would be expected to be in relation to combat or war activities, and how frequently the class would participate in such activities. The class writeups will delve further into that subject to explain the role of each class more closely.



Heavy armor

Heavy armor is exclusively for the Warriors.

A suit of armor made from metal with padding underneath, heavy but offering supreme protection.

This armor has already been designed, but could be enhanced with golem-based air filters. The helmets would need a minor redesign to allow for the filters' placement.

Suggested inspirations: Sarghress Highland Raider helmets have built-in filters and moving parts, all golem-based. Potentially, the Balvhakara helmets http://www.drowtales.com/mainarchive.php?sid=8052 could also be used for inspiration, though their golemization is far more extensive with both benefits and drawbacks.



Medium armor

Medium armor can be used by Explorers, Healers, Mana Specialists and Overseers.

A mix of metal and leather, allowing for both good protection and mobility.

Currently, both the MK2 and the Healer armors exist in this niche, my suggestion is to either convert it all to the MK2 design or develop something new. More units will have to be created to equip all four classes either way.

Suggested inspirations: Kalki Nidraa'chal in the Prologue http://www.drowtales.com/mainarchive.php?sid=4288, Ariel's squad post-timeskip http://www.drowtales.com/mainarchive.php?sid=8341.



Light armor

Light armor can be used by Foresters and Hunters.

Leather- and silk-based, allowing swift and unhindered motions without the weight of metal components (other than perhaps something protecting the chest).

Suggested inspirations: Lu'lianne in http://www.drowtales.com/mainarchive.php?sid=7828 or Syphile http://www.drowtales.com/mainarchive.php?sid=5967.



No armor

Architects, Crafters, Farmers, Golem Engineers, Miners and Smiths do not get access to armor, as they should not partake in the combat itself unless the situation turns desperate.
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Re: Information about armor types

Postby Thalar on Thu Jun 07, 2012 9:29 pm

Let's see if I can reserve this post to use for additional information later.. :)
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Re: Information about armor types

Postby Hetros on Thu Jun 07, 2012 9:39 pm

<claps hands and rubs together> Alrighty then! this is useful =D thank you Thalar.
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Re: Information about armor types

Postby blackjack217 on Thu Jun 07, 2012 9:41 pm

Hmmm... Any particular reason why the Golem Engineers are in the unarmored catagory? After all, both us and the BS have used them in combat roles servicing heavy golem weaponry.
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Re: Information about armor types

Postby James Rye on Thu Jun 07, 2012 9:48 pm

Isn´t that exactly why they´re in no armor? Cause we didn´t saw them in any.

If they´re pilots then the golem is basically their armor so to say.

Like the armor update. Good to know our healers will get some good protection. :)
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Re: Information about armor types

Postby ThatOldSaint on Thu Jun 07, 2012 10:03 pm

Well since you suggested a redesigned helmet, I shall take the responsibility of reforging the the helmet into a new design!

So...Dibs!
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Re: Information about armor types

Postby Thalar on Thu Jun 07, 2012 10:22 pm

ThatOldSaint wrote:Well since you suggested a redesigned helmet, I shall take the responsibility of reforging the the helmet into a new design!

So...Dibs!

For the sake of the currently faceless warriors, may I suggest a variation on the Sarghress relic hunters' helmets, allowing them some individuality back? I can only imagine that it must be quite unrewarding to be a warrior right now. Unless they're content to remain a faceless mass, of course *hmmm* It'd be good to get their opinion on this, one way or another :)
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Re: Information about armor types

Postby ThatOldSaint on Thu Jun 07, 2012 10:41 pm

Thalar wrote:
ThatOldSaint wrote:Well since you suggested a redesigned helmet, I shall take the responsibility of reforging the the helmet into a new design!

So...Dibs!

For the sake of the currently faceless warriors, may I suggest a variation on the Sarghress relic hunters' helmets, allowing them some individuality back? I can only imagine that it must be quite unrewarding to be a warrior right now. Unless they're content to remain a faceless mass, of course *hmmm* It'd be good to get their opinion on this, one way or another :)


I am looking for a picture of the helmets the Sarghress RH use right now.

Hmm. I get the impression from you that the current helms for the armor seems a bit...generic/uninpsired?
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Re: Information about armor types

Postby Gojinki on Thu Jun 07, 2012 10:43 pm

I am ok with being faceless as a warrior, as long as there is some personal identifying mark on the armor itself ((not some big design thing, but maybe a house symbol and a number on a shoulder pad or something else))
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Re: Information about armor types

Postby Jonarus_Drakus on Thu Jun 07, 2012 10:49 pm

This has come up before... I will re-state for clarity though:

Basically, talking in "IC" terms, Eh'rin would likely not bother with wearing a helmet at all unless actively required by combat conditions. She *would* wear it for the coming joint operation with the Dvergar, she *wouldn't* wear it on any 'normal' day-to-day patrols. But with hair that hangs to lower-back (and is thus all but impossible to tuck away - and haircut would be an insult), that is surely understandable.

So what it comes down to is this: It doesn't matter what kind of helmet we end up with, when on duty but not in combat, the helmets can and should be removed for comfort and ease of identification.

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Re: Information about armor types

Postby Thalar on Thu Jun 07, 2012 10:56 pm

ThatOldSaint wrote:Hmm. I get the impression from you that the current helms for the armor seems a bit...generic/uninpsired?

I'll try to illustrate what I mean with an example: When the warriors used the MK2 armor, I would say in the script "<character name>, wearing warrior armor, does <action>". Now? "Person in warrior armor does <action>". That is the effect of those helmets, rendering all the warriors faceless and generic. I don't mean "create a new helmet for each warrior". What I mean is "perhaps you could let their faces show when it's not actually necessary to have the helmet closed," an option which the current helmet does not offer.

Gojinki wrote:I am ok with being faceless as a warrior, as long as there is some personal identifying mark on the armor itself ((not some big design thing, but maybe a house symbol and a number on a shoulder pad or something else))

That's just it; I'm not sure that is possible. I'm awaiting a response from Reza on that, but I'm not sure there's a point in getting your hopes up. Since Reza makes or has a reference of your character in civilian clothes, putting your character's face on a page is relatively easy. Searching up a squad symbol or keeping track of who is in what family etc, that's a whole other issue.

Jonarus_Drakus wrote:Basically, talking in "IC" terms, Eh'rin would likely not bother with wearing a helmet at all unless actively required by combat conditions.

Speaking in IC terms, she is required to wear that helmet at all times when she's on duty.
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Re: Information about armor types

Postby ThatOldSaint on Thu Jun 07, 2012 11:09 pm

Thalar wrote:
ThatOldSaint wrote:Hmm. I get the impression from you that the current helms for the armor seems a bit...generic/uninpsired?

I'll try to illustrate what I mean with an example: When the warriors used the MK2 armor, I would say in the script "<character name>, wearing warrior armor, does <action>". Now? "Person in warrior armor does <action>". That is the effect of those helmets, rendering all the warriors faceless and generic. I don't mean "create a new helmet for each warrior". What I mean is "perhaps you could let their faces show when it's not actually necessary to have the helmet closed," an option which the current helmet does not offer.


Gotcha I needed to be sure that was what you were suggesting. Yeah soon after the armors started rolling out, I realized there was no option to lift the face plate on off duty. *omfg* I'm positive that there can be a way to open the face plate and implement golem mechanisms for filtered breathing.
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Re: Information about armor types

Postby Wy'shira on Thu Jun 07, 2012 11:11 pm

Thank you for this information, Thalar! I really appreciate you letting us know about all of this. It clears up a lot of questions. :3
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Re: Information about armor types

Postby Leonis on Fri Jun 08, 2012 4:47 am

I am not much of an artist. However, I will work to see about getting something "Light" put up....
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Re: Information about armor types

Postby Thalar on Fri Jun 08, 2012 11:39 am

ThatOldSaint wrote:Gotcha I needed to be sure that was what you were suggesting. Yeah soon after the armors started rolling out, I realized there was no option to lift the face plate on off duty. *omfg* I'm positive that there can be a way to open the face plate and implement golem mechanisms for filtered breathing.

That is basically what the Relic Hunters have. One "switch" that opens or closes a faceplate. The faceplate has a glass visor (or the more complex ones have a gemstone - see Quill'yate's mask when it is closed, or the Balvhakara helmets - that transmit visual signals through) that allows normal vision, while the rest of the faceplate is made of metal. The Relic Hunters are featured quite a bit in the Moonless Age comic, so you can see examples of what is possible there.
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