Question about the development of armour

Atralane the conductor here. Let’s talk about non-ore potentials of armo(u)r to get back to the discussion.

One thing I don’t remember being discussed (extremely in-depth) too much in terms of armor possibilities is things besides metal. Sure, we have early-tier fabric-based types, but since Stonehearth clearly isn’t based in the realms of the real world, it stands that unique world materials can be used in the forging of goods and equipment.

So, a couple of possibilities!

  • Elder Wood/Petrified Wood (biome-specific resources)
    I mentioned in a thread about world generation that one unique biome I’d like to see is some sort of massive forest, possibly petrified (World Gen Variation Ideas). This–like the basic forest biome–wouldn’t be tremendously close to mountain ranges, meaning ore acquisition would be limited. The wood from these trees could be a stronger natural wood resource, giving more attribute possibilities for variation. For example, the wood is maybe only about as strong as iron, give or take, but since it isn’t a conductive metal, it has much better resistance to electric-based attacks (assuming such element affinities are added to the base game). This would give multiple paths of armor to choose from and offer more reasons to settle in different areas of the world.
  • (biome-specific, cont.) Nautical Resources
    Again, a long-term possibility (development-wise), but it’d make aquatic realms even more fun and desirable. Instead of relying on forests and mountains, armor could be made from palm, driftwood, shells, and salvaged goods. Maybe some of these would be more akin to the resource-switching seen currently in fabric production (silkweed versus wool), but maybe there’s a way that the unique resources could be visually represented.
  • Magic Objects/Ores/Jewels
    We already know magic is planned and potentially dangerous, so why not have some high-risk, high-reward armors tapping into the arcane? The effects could include things like high damage for increased received damage, fast, weak armor, or even armor that makes the unit so powerful, anything around it takes continuous damage just from its activation.

So, these are just a few ideas to start our with! Most of these concepts bank on new biome and world generation, so I’m hoping we’ll see some of that soon for increased resources and settling opportunities.

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