In trying to update RR/RC for another mod, I noted something that made less and less sense to me as I progressed.
Why doesn't the quality of the shield and the quality of the unit modify the shield value, like it does for armor?
As long as it's of the same size, a wooden plank offers the same protection as a reinforced shield, or a banded shield, or a leather covered shield, or even a steel shield.
I get that the shield can only deflect what it can reach, but it's not like that's the only consideration. A flimsy wooden affair may splinter outright when hit by a strong blow (so in practice, the attack exceeded the combined defense of the armor+defense+shield), but a more durable shield might block it.
Was there some reasoning I overlooked? If not, what do you think might be a good guideline for adding modifiers to shields? I'm thinking there should be an increase based on the quality and class of the unit just like armor, but at lower values. And then specific modifiers for the make of the shield, with stronger/heavier materials increasing the shield, heat, and mass values while lowering defense.
I guess there's a mental hurdle to jump where a steel buckler is offering more protection than a crude wooden kite shield. The buckler might not offer the coverage to stop a blow that the kite shield could, but on the other hand it may stop a direct hit that penetrates the kite shield. It still makes more sense to me if we average these possibilities though.
Oh, and one other query in passing - why is the only consideration for ammo count the type of the bow? Shouldn't the unit quality and class play more of a factor?




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