Was thinking about a new kind of ego weapon/armour: (Light), which means that the armour or weapon would be lighter than normal. For a weapon, this means you could suddenly get an extra blow out of it potentially, and for armour you'd be less weighed down while still recieving the benefit of greater ac. Naturally it would only really make sense to have (Light) items that are normally heavy, but even something like a short sword, knocking a pound or two off it could give a character an additional blow. I don't know how you'd decide how much lighter it would be, maybe give it a pval and for every 1 pval the thing would be 4 pounds or something (I haven't done any math, so dunno how useful 1:4 ratio would be, just throwing out ideas), or maybe a (Light) item would be 50% lighter, etc, something like that. Light could even be a flag, something that ego weapons/items with a random power could have, and/or something randarts could have.
Thoughts? I feel like this could make weight a more important factor later in the game by making it more variable. One of the things I always thought was boring in Angband was that egos were almost exclusively better than non-egos for the entire game, and usually artifacts are better than egos. I thought it was odd you almost never had to consider "well do I want this ego/artifact for its resistances/slays/abilities or this {magical} weapon for its better blows/+dam", that choice was always nonexistant. Now while my suggestion doesn't quite pertain to that as I propose an ego, by making it as common as {magical} things were, you could implement that choice/decision. You could find some randart broadsword with res_nethr and res_pois, but only get 2 blows out of it, and then find some (Light) broadsword that dealt similar damage but you got more blows out of it.
There's overlap with weapons of extra attacks though, and if burden is an issue you can't carry some artifact armour as a swap for some resistance for some (Light) armour that gives more armour per weight the way you can carry a weapon that does more damage per turn and one that gives some resistance. Weapons of extra-attacks would potentially be more useful though depending on the weight-reduction amount, creating more junk items. It might be more useful to make it only a flag as a random power.
For making armours more useful aside from lessening their weight, could also give them higher ac bonuses. A seperate idea would be to make an armour ego (Augmented) or something, that only had higher than normal ac bonuses, or maybe even higher ac and weighed a little less, or something like that.
Mostly I want weapons and armour that don't give resistances or important abilities (not slow digestion or regeneration) to have viable uses. Seems silly to me that the weapons that do the most damage and armour that give the most armour also usually give the greatest number of resistances and abilities, etc. Angband is usually about mixed benefits, not about super-upgrades. {Magical} weapons and armour are almost always just junk midgame and beyond. Should either find a way to make either {Magical} things useful, add something that replaces their creation that is useful (potentially the (Light) or (Augmented) stuff I propose), or make them not be created. They're different from consumeables that can be useful throughout the game in that they are basiaclly universally useless beyond a certain point in the game, but they still are created ._.
Thoughts? I feel like this could make weight a more important factor later in the game by making it more variable. One of the things I always thought was boring in Angband was that egos were almost exclusively better than non-egos for the entire game, and usually artifacts are better than egos. I thought it was odd you almost never had to consider "well do I want this ego/artifact for its resistances/slays/abilities or this {magical} weapon for its better blows/+dam", that choice was always nonexistant. Now while my suggestion doesn't quite pertain to that as I propose an ego, by making it as common as {magical} things were, you could implement that choice/decision. You could find some randart broadsword with res_nethr and res_pois, but only get 2 blows out of it, and then find some (Light) broadsword that dealt similar damage but you got more blows out of it.
There's overlap with weapons of extra attacks though, and if burden is an issue you can't carry some artifact armour as a swap for some resistance for some (Light) armour that gives more armour per weight the way you can carry a weapon that does more damage per turn and one that gives some resistance. Weapons of extra-attacks would potentially be more useful though depending on the weight-reduction amount, creating more junk items. It might be more useful to make it only a flag as a random power.
For making armours more useful aside from lessening their weight, could also give them higher ac bonuses. A seperate idea would be to make an armour ego (Augmented) or something, that only had higher than normal ac bonuses, or maybe even higher ac and weighed a little less, or something like that.
Mostly I want weapons and armour that don't give resistances or important abilities (not slow digestion or regeneration) to have viable uses. Seems silly to me that the weapons that do the most damage and armour that give the most armour also usually give the greatest number of resistances and abilities, etc. Angband is usually about mixed benefits, not about super-upgrades. {Magical} weapons and armour are almost always just junk midgame and beyond. Should either find a way to make either {Magical} things useful, add something that replaces their creation that is useful (potentially the (Light) or (Augmented) stuff I propose), or make them not be created. They're different from consumeables that can be useful throughout the game in that they are basiaclly universally useless beyond a certain point in the game, but they still are created ._.
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