I propose we make loot a bit more interesting and rewarding too. Think about it like this; the same way Hearthlings are randomized, their physical appearance, their stats, their perks, that is how weapons(gear in general) should be done to keep suspense alive. This is modular randomization for looted weapons.
[This is only covering melee and is not a proposal to change crafting mechanics, only looted function]
If you care to see my proposal on how to go about the system is outlined below. Please let me know your thoughts.
As Alpha 22.5 weapons have these stats:
Item: Model and stats below are all static on a per item basis
Class: Ranged, Swords, Maces, Polearms, Axes (each with their own benefit and vices) [speed is built into classes]
Damage: HP Deficit caused by player
Reach: How far away a soldier may be from an enemy to hit the enemy.
Level Requirement: Class and level specifications
Weapons Randomized in a Modular System:
There would be three sets that get randomized in every weapon; Stats, Model, Trait
A virtual die would be rolled to determine what every new weapon would be like:
Stats
All 7 of these would be randomized and receive a 1-6 to determine the value. Traits
A looted weapon would not be guaranteed a special/legendary trait, the game would roll 1-6 with for a 1/3 chance of 1 special trait randomized from the trait list then if 1 trait gained check to see if the second roll was successful and so on til fail or cap. Models (these are to serve as examples for one class size not actual representation)
Models would be randomized after checking the Size Stat roll (ie. roll 5 Small Weapon, roll 1 Large Weapon, roll 4 Medium weapon) each size category would have multiple skin/models.
Let’s say you finally get the “perfect sword” stats for your playstyle but it looks like 1. there’s always a chance you could end up with that sword again but it looks like 4. (those chances are much smaller than getting the first sword but its possible)
Models would be randomized by class (Small, Medium, Large) This is my example of possibilities for Medium
Examples of Outcomes for Each Category:
examples of how each stat would be affected by high/md/low rolls
It might be a bit too complicated for me right now, but I like the concept. More variation in loot would definitely give more of a reason to hunt for it.
I think the core idea of adding some RNG variety to weapons is a good one; but I think the level of complexity you describe @garrthepirate doesn’t fit well into Stonehearth’s simplified combat.
I think a much simpler way to achieve the same effect would be the tried-and-true prefix and suffix model – weapons gain modifiers pulled from a list of effects, so it’s easy to tell at a glance what benefits and penalties a given weapon is imbued with. It’s not the most original or deep system, but it works pretty well in other games and it’s a nice callback to the earliest RPGs.
There are two expandable sections in the original post that outline how I thought it could work.
“Weapons Randomized in a Modular System:” outlines the categories that would all be randomized
"Examples of Outcomes for Each Category:" gives examples of how each stat would be affected by high/md/low rolls.
Further Details: 1. Stats: All 7 of these would be randomized and receive a 1-6 to determine the value. 2. Traits: A looted weapon would not be guaranteed a special/legendary trait, the game would roll 1-6 with for a 1/3 chance of 1 special trait randomized from the trait list then if 1 trait gained check to see if the second roll was successful and so on til fail or cap. 3. Models: Models would be randomized after checking the Size Stat roll (ie. roll 5 Small Weapon, roll 1 Large Weapon, roll 4 Medium weapon) each size category would have multiple skin/models.
Let’s say you finally get the “perfect sword” stats for your playstyle but it looks like 1. there’s always a chance you could end up with that sword again but it looks like 4. (those chances are much smaller than getting the first sword but its possible)
P.S. It looks complicated because I explained it in great detail.
Well, the hearthlings have more complicated stats under the surface. It could mostly operate underneath the hood. It has always kind of bothered me in games when I find an awesome looking sub-par weapon. I always feel forced to choose a weapon I like less so that I have more hit power. A randomized system like this (even if it were simplified a bit) would give the player that sense of adventure with weapons no matter how many times they looted.
Buy you arent wrong. I think a system like this could be packaged within the prefix suffix model the same way villagers are. You see 3 main “stats” but there are like 12 that are determined by those 3.