Traditionally, armor slots are universal to all classes. While universal armor slots are easier for development, what players are used too, I think it doesn't make much sense from an immersive perspective.
Classes that wear cloth won't have the same armor slots as a melee class. What is armor? Armor protects you from physical attacks. Cloth wearers are typically magic casters. They don't need physical mitigation.
Knights armor is more complex with many pieces, whereas a Wizard has minimal pieces.
Proposal
Melee and Magic Caster have unique slots dedicated to that archetype that make sense. They both have access to General Armor slots. Think of how the Character UI typically looks like. You have a left and right column with your character model in the middle. What if the Left Column are the General Slots and then the Right Column is used for your unique archetype slots?
General Slots
Head Slot
Neck Slot
Chest Slot
Waist Slot
Leg Slot
Wrist Slot
Hand Slot
Feet Slot
Melee Archetype Slots
Shoulder Slot
Sheath Slot -- For an extra weapon or ranged)
Layered Chest Slot -- Tabard, Chain Shirt, Tunic, Leather Shirt)
Back Slot -- Cape, Quiver, Satchel, Shield)
Magic Caster Archetype Slots
Pouch Slot -- Holds Magical Item
Pocket Slot -- Holds a Magical Item
Ring Slot A
Ring Slot B
I think this could be an interesting re-approach for armor slots for players. You have the general slots that everyone has access too and then your unique slots.
I'd be interested in why or why not you like this idea. Or if you have an alternative idea? Thoughts?
Comments
But something like [Skill: Cape], or [Skill: Pouch attached to Waist] would be just ridiculous.
Gameplay wise these are slots for items which give you buffs. The developer then decides how many of these are wanted. Reasons for the slots tend to focus around clothing, armour and jewelry. Having different slots for different classes would work, your arcane types might fancy torcs or bracers etc. As long as there are the same number for all classes, otherwise you are forcing unnecessary balancing on the game.
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Also I think it makes hybrids problematic. What about a ranger class that uses a bow but also casts spells, or a paladin, etc? This design lends itself into pigeon-holing your classes into only a caster or only a melee, and you're going to get pushback from the fantasy game fans on that because hybrids are very common in the genre.
This is exactly one of my concerns of the proposed system in regards to maintaining code and code bloat. Coming up with alternatives and creative ways to achieve something is apart of that design process. Good design also considers development resources and development time.
I would say that abilities are not attached to armor slots in the system I proposed. The archetype slots would just be unique perks for that archetype. Like having a Sheath slot would make more sense for someone fighting in close range with physical combat, even if they can cast some spells. Why would a Wizard need a secondary or a tertiary weapon when their weapon is the magic they cast.
The armor slot system I proposed is to help things make more sense from an aesthetics stand point. The archetype slots would just give unique bonuses for classes that just wear cloth. The system integrates hybrids as well. Ranger would wear leather armor, but wouldn't wear cloth. They would have no need for magical items per say. The intention was to just make that more unique to a certain extent. Just something I was conjuring up in consideration.
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But I think for immersion stuff like this needs some explanation. It's easy enough to explain away that a warrior can fight in heavy armor because he has training and strength to do it, whereas a pure caster type can't. The devs don't even need to write a lore piece to explain it because it's intuitive that might be one of the differences between a warrior and pure caster.
Whereas if you make the rogue unable to fight wearing a pouch on his waist, it's counter-intuitive. People wouldn't understand why rogue is unable to fight while wearing a pouch, and even if the devs wrote a lore piece to explain it it would likely become something inane.
Stuff like casters being unable to wear heavy armor or use two-handed warhammers makes sense. Stuff like rogues being unable to wear a pouch and casters being unable to wear a cape does not make sense.
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