Quote from: Night Ninja on October 17, 2008, 09:30:44 AMIn my opinion, RCM greatly overpowers certain equipment at the expense of others. Using it would entail rebalancing of all the items in the mod to better fit with Westeros.The function of the RCM was to create realistic tactical application for particular equipment. That is, large, heavy anti-armor weapons are going to be slower than lighter, shorter, and easier to use ones. That plus removing utter absurdities that existed in Native to create balance, but instead just added strangeness. It does create some balance issues, if you simply use it with Native loadouts and expect the game to balance the same. However, it's not hard to plan troops around it - actually, you can do that from a history book, as a historically used weapon/armor combination should produce the same logical results.But it was Native that over-powers certain weapons. Specifically, the recurring theme that large, heavy weapons seemed to do a lot more damage, but still could be used at more than 90% of the speed of the lightest weapons in the game. This produced an obvious imbalance - bigger weapon was always better. (If this were true, everyone would have been fighting with telephone poles.) The function of the RCM was to, in turn, balance this by making the heavier weapons realistically less convenient to use. Also, Native greatly overrates the damage of the "couched lance", which was also balanced out.But yes, it would require some re-outfitting the troops. That's not a major deal, for the most part. It's proven to be a lot easier than trying to get working balance out of the Native damage model. (Ask Fujiwara about the balance problems in ONR back in .751 ... the RCM was originally created because those issues were found to be debilitating.) Balancing a game around a reasonable model is some extra work, but it's still quicker than fighting perpetual imbalances that crop up because of a freaky model. Call that experience.Just putting that point back into perspective, before someone decides to create a LOT of work trying to avoid a little.
In my opinion, RCM greatly overpowers certain equipment at the expense of others. Using it would entail rebalancing of all the items in the mod to better fit with Westeros.
Ah, thanks for the explanation. I felt that having axes as Piercing weapons caused a lot of balance issues, since you have ridiculous situations like throwing axes penetrating plate and etc. In general, I also found axes to be horrendously powerful (even against plate armour), which shouldn't always be the case. Just wondering, is it possible to have dual damage types with one attack? For example, you could assign 9p + 18c to a greatsword's thrust, or something along the lines of that. This would help simulate the effects of a thrust, while preventing it from being an all-out armour piercing weapon when used to thrust.
and then I wish I could add something like "half-pierce", that was .75 armor value. But that's not an option either - not at this time. Have to work with what we have.
# You can modify the damage system by editing the following values:# The first three values determine the amount which will be directly subtracted from damage due to armor.# The next three values determine the percentage reduction from the damage.armor_soak_factor_against_cut = 0.65armor_soak_factor_against_pierce = 0.35armor_soak_factor_against_blunt = 0.3armor_reduction_factor_against_cut = 1.0armor_reduction_factor_against_pierce = 0.65armor_reduction_factor_against_blunt = 0.65
I like the idea of more villages or a larger map. Since we are trying to stay true to the books, how about naming the villages after the nearby towns? Winterfell Village, etc. Can't wait for the port!