Board Thread:Suggestions forum/@comment-31507215-20171029003610

The way Ancient Armour currently works is cool, but makes very little sense. You dig up old, cracked chunks of armour (or weapons), and then assemble those chunks into a piece of old, cracked equipment. That piece of cracked equipment can then be turned into a (relatively) random, usable piece of equipment.

So, I have come up with a couple ways to try to keep the feel of this mechanic, yet make it a little more realistic.

Option #1 - Remove Ancient Parts, i.e. Armour Plates, Sword Hilts, etc.
This is the simpler (and probably easier) of the two options, however, this would, of course, come with the loss of the whole crafting thing. As all of the crafting parts would be removed, Ancient Armour, Swords, and Daggers would be added to Remains' drops, but with a very low chance of being dropped.

The Ancient equipment pieces should also get retextures that make them look more dirty, muddy, and weedy, instead of the current, clean, cracked look. Here are some sample retextures of the Armour (they look more Zerg-like than I intended, but they get the point across):





Option #2 - Clean Parts Before Crafting
This option is much more complex, but would be a little more realistic. Also, this would only really be worthwhile if Ancient Faction Armour was added. (Ancient Faction Armour has been brought up at least once before, so I will not worry about that here.) If this option is used, Ancient Equipment would be removed, but Ancient Parts would somewhat take their place.

To do that, Ancient Parts will undergo some changes. Ancient Parts will no longer be used by themselves to create equipment (as Ancient Equipment would be removed). Instead, when you hold an Ancient Part and right click it, it will turn into the respective part for a random faction (i.e, if you were holding an Ancient Sword Blade, it could be become an Ancient Elven Sword Blade). Some parts (called Key Pieces for this suggestion) would be related to a certain faction, while others (such as Sword Blades) would just be related to a certain race. The part that you receive upon right clicking would have a durability bar, but it would not change.

Once you have obtained enough parts, you can craft a piece of equipment with them, much as you do currently. However, the parts must all be of the same race and faction. (These will still be crafted on the Vanilla Crafting Table to allow for collectibility.) The key piece used will decide what faction the newly created equipment piece is, and the durability percentage of the piece is determined by the average durability percentage of all the components. Modifiers are applied as normal.

The types of pieces are as follows: Sword Hilts, Sword Blades, Sword Tips, Armour Plates, and Decorative Plates. All of those are obtained from their Ancient Counterpart (by right-clicking) except for Decorative Plates. One out of every 7 Ancient Armour Plates, upon right-clicking, becomes a Decorative Plate instead of a normal Armour Plate. Sword Hilts and Decorative Plates are both key pieces. To craft a Sword or a Dagger, you follow the same recipes as you would now, but to craft armour, a Decorative Plate would replace one of the normal Armour Plates in each piece.

Thanks for reading! If you have any thoughts, or you noticed I missed something, please post below!

 