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Hopes for Armor Repair and Munitions

So, something I pointed out about the recent price drop in ganger armor is that it effectively renders the point of armor repair kinda pointless as it's almost as cheap to just buy armor brand new (or newish) than to ever seek out a repair technician.

While I admit that my outburst was not the best way of going about lodging my complaint, I still think that the armor working side of munitions tech should be looked at for ideas to help bolster it's use.

For starters, I'd like to ask an open question: Why does nobody ever want to actually repair their armor? Is there a stigma against it or do you just never need it? I personally wonder whether armor is outright destroyed in ways other than combat before it can reach a state of needing repair. Thinking back, I honestly cannot recall a single time I've ever seen any piece of armor anything more than "barely damaged". Why is there no armor actually in need of repair?

I'd like to suggest the following

-Total HP on all armor be reduced by 20% across the board.

-Expand the number of repairs/modifications you're capable of from 1 to 4.

I know the idea of let's just make armor weaker sounds absolutely insane, but as I pointed out when have you seen armor badly damaged and actually in need of repair? Maybe ganger armor is too good and is surviving when it shouldn't? You did want cheaper armor… cheaper materials would be a logical result.

Also, this expands the idea of what an armor tech can do as I also suggest that in addition to repairs, other modifications be included.

-Add or subtract from coverage spots, up to two locations per modification. Funny enough my initial attempts to modify armor upon first arriving in Withmore and the system telling me to contact a tailor led me to mistakenly believe that it was possible, I just sucked at artistry and being a tailor. By the time it was OOCly explained that no, it's actually impossible to alter the coverage of body armor in any way, I had invested a significant amount in a skill and suddenly had to figure out what to do with my new and unexpected major character trait. I think the ability to modify amor to make up for inherent weaknesses would be a great asset, even if it is just closing the flap of a trench coat to protect the torso and vitals. This could also be used to say... remove the arm off of a trench coat to free up use of a Pulse+ chrome arm.

-Modify the different defensive ratings with various kits at the expense of something. Plates might be able to be added for extra protection, but dramatically increase the weight. I'm drawing a blank on other ways to modify armor, but I'm sure a storming of brains can come up with ideas.

-Adjust the thickness of body armors to be able to be worn underneath tailored clothing. This should probably be at the tier of "Master Level" of dedication to the skill though.

Anyone have any other ideas of how to make armor repair relevant?

For starters, I'd like to ask an open question: Why does nobody ever want to actually repair their armor? Is there a stigma against it or do you just never need it?

If you blind polled players in-client about it I wouldn't be surprised if fewer than half even knew armour could take damage. Armor secretly being totalled without the wearers knowing it probably decided a bunch of conflicts over the years, and even after the new inspection came in so more players could see their Xo3 was actually destroyed, it's been relatively slow to process.

Everything around armor and damage and repair and mitigation is heavily, heavily obfuscated and so whether there are benefits or downsides or trade-offs, so generally getting stuff fixed up is going to often to be the last option after 'do nothing' and 'buy new' because the outcomes are not always very well understood even among IC experts.

You could draw the comparison to DCD. Players often may suspect there is a moving limit to how much they can do something (die, repair armor) before they encounter consequences, but they rarely know where that boundary is (get DCD, armor failure) so the default response will be to limit the causative elements as much as possible.

If armor just had a simple health readout like vehicle parts and was repaired like vehicle parts without so much complexity built into it, everyone would be keeping their stuff in tip top shape by default. One of several areas where complexity actually results in less gameplay depth because it's less practical.

From what little I know about armor, I think that 0x1mm covered most of the reasons why repairing armor is not a common thing in game.

The game would benefit from characters who articulate the benefits of repairing armor. And who also demystify the system.

A simple example is whether or not repaired armor is "as good as new". I think the general assumption, or at least my assumption, is that because of the way repaired clothing works, that repaired armor "isn't good". ie, it's the armored equivalent of "tattered". or "repaired"

So some basic, generic data like, "Here you go chummer, it's as good as new." or "Even though it looks patched up, don't worry. It'll still stop a blade."

Also, it might help to make the armor repair gear less expensive and/or more widely available. I seem to remember that the upfront cost was pretty high. Albeit I haven't seen the required gear in literal years at this point.

Also, if this is not already the case, it would be a good thing to make the entry level armor like the leather and Du-Wear stuff repairable by relatively low skilled characters.

There might also be some consideration given to lower tier repair gear. Like, using the entry level gear and low skills a character can repair up to Du-Wear. If they want to go beyond that, they need to invest chyen and UE in high enough amounts that it becomes more than a hobby, side hustle, or something that any character can pick up with some left over chy and UE.

It's not even clear to me that armor decay provides any gameplay benefit at all and results in unbalanced states where a large percentage of armor in circulation can be decayed but without new pieces to replace them due to item caps. It also seems to run contrary to several other systems like robotics, vehicles, and firearms where 'damage' is always an addressable condition.

The system now feels too survival simulationist and in my opinion if you could just fix things that were broken without several layers of consideration on top of that, the only issue remaining to inhibit repairing would be the tools costing so much and being so awkward (really should have been a toolbelt and allowed repairs while being worn).

@0x1mm

I cannot speak to other game systems and how armor is or is not balanced against those systems.

As far as RL armor goes, the idea of repairing it is pretty silly. At least the modern, composite armors that provide stab, cut and puncture (bullet) resistance. Once a vest has stopped a bullet or a blade, it is taken out of service and recycled. There's some science behind it that I'm not an authority on, and so this is going to sound pretty lame. Essentially the weave or composite structure of the armor undergoes irreversible changes as the result of dissipating the kinetic impact of a projectile or puncturing weapon.

Now sure, we can hand wave that away because we are playing a game here. And maybe that's a good system for the overall game that we are creating. We don't need to be "realistic" when we can use explanations like "Scientific nanogenic armor fixing magix!"

I like the current tooling for armor repair. It make sense. Especially for the higher tier armors where fit and overlap would be considerations for an armorsmith.

As I suggested in my last comment, I think it would be great if there were a lower tier of repair tools. Those tools could be more like the toolbelt type of toolsets.