Board Thread:Suggestions forum/@comment-26172435-20151212141734/@comment-26172435-20180316082927

Some months ago I prepared a variant of the above idea and made notes I just recovered. They deal with an alternative take on the downsides of wearing 'heavy' armour, based on discussions I had with wiki and mod veterans in the past year.

''One combined armour attribute: INERTIA A combination of armour weight & rigidity. Armour mass and flexibility determine the degree to which body movements are restricted in terms of speed, flexibility and dynamics. Player traits: Stamina/Endurance was brought up by Sinth some 2 years ago, or earlier, and may provide a fitting acceptable alternative concept. Both can be addressed separately and implemented as stand-alone feature or in combination. Same for dodging. Dodging could be implemented without any link to armour attributes. '''Armour is assumed to fit, and not affect base speed and melee combat agility! Higher inertia lowers endurance, stamina and agility.''' Positive/negative armour modifiers increase/reduce inertia. Inertia is measured in weight, but is not entirely equivalent to mass or weight. Maximum unmodified/modified full armour inertia is 24/32 kg.''
 * Basic movement speed - Strength. Drawback: also affects player relative base speed to npcs. Mod team basically ruled this out fttb.
 * Sprint speed - Endurance.
 * Sprint duration - Stamina.
 * Dodge chance - Agility.

''Effects of 32 kg equipped inertia versus no armour:
 * Reduces sprint speed buff effect with 32% versus vanilla.
 * Reduces sprint duration with 40% versus default, through increased stamina cost per second.
 * Reduces chance to dodge incoming melee hit with 64% compared to default chance of 10%: minimum dodge chance will be 3.2%.''

Various potions and food items can partially counter part of these effects.

''Stamina is a player attribute used to sprint. Consumption rate during sprinting is dependent on the armour inertia carried by the player. The recovery rate is dependent of the hunger and health of a player. Stamina is 100.00% max for each player at any time. Stamina is used at a rate of 0.80% per second during sprinting. Base stamina recovery rate, for players with a full hunger bar, is 0.32% per second. So after about 200 seconds an unarmoured player will reach zero stamina. A player can start sprinting when their stamina is over 20%. This means it will take about one minute for a player to recommence sprinting after he drained all his stamina, provided his health and hunger bars are maximally filled. Max armour inertia increases the consumption of stamina during sprinting with 0.32% per second, leading to shorter maximum sprint times, next to the fact that armour inertia also reduces the sprint speed boost effect.''

''For every hp health a player is missing, his stamina recovery rate is reduced with 0.02% per second. For every half hunger shank he lacks from 'fully fed' another 0.01% is subtracted from his stamina recovery rate. This implies stamina recovery rate can be zero, and even negative (theoretically -0.28% per second) because of these effects.''

''Potions can be used to not only boost the players speed, but also to boost their stamina recovery rate. A surplus of food saturation will also boost the stamina recovery. For each saturation point: +0,02%!''

These are the raw notes I made on my smartphone last year. If people are interested, and I get motivated a bit more, I could rewrite it all and post it as an alternative proposal in a separate suggestion thread.