Regarding armor, it seems to me that the concern is wanting to ensure repeat business for blacksmiths without having to deal with the headache of armor values changing every time they're breached mid-game, making your armor fairly useless in short order unless you render it. Back in Nero Int'l, having your armor reduced by two points every time it breached made armor seem fairly worthless, so fewer and fewer people have been wearing it. Overall, it was harmful to the crafters, armor-wearing characters, and the overall in-game atmosphere.
In my opinion, if your armor goes to 0 points (breached) sometime during the event, then after the event its max armor point value is reduced by 1 point.
That's it.
It's simple for the players, simple for logistics, and is a sensible representation of general "wear and tear" over time without being too penalizing. It makes rendered armor appealing, but not critically necessary in order to be useful, unlike the old breaching system in which armor was virtually useless unless it was rendered.
Want to repair your armor to its original points value instead of waiting for it to fall to pieces? That's simple too. Just use the armor production chart to determine how much it would cost. Repairing 1 point or 5 points cost the same, so you have a few events before it starts to make a big impact on price. But because the price goes up at an increasing rate, repairing 30 points costs ten times as much, which is the same as creating armor. So, it makes sense to repair and maintain your armor after a few events as opposed to waiting a year. It's similar to taking your car in for regular check-ups instead of waiting until it falls apart and costs and arm and a leg.
Just my opinion, but I really believe this would be a positive change for blacksmiths and the game overall.
In my opinion, if your armor goes to 0 points (breached) sometime during the event, then after the event its max armor point value is reduced by 1 point.
That's it.
It's simple for the players, simple for logistics, and is a sensible representation of general "wear and tear" over time without being too penalizing. It makes rendered armor appealing, but not critically necessary in order to be useful, unlike the old breaching system in which armor was virtually useless unless it was rendered.
Want to repair your armor to its original points value instead of waiting for it to fall to pieces? That's simple too. Just use the armor production chart to determine how much it would cost. Repairing 1 point or 5 points cost the same, so you have a few events before it starts to make a big impact on price. But because the price goes up at an increasing rate, repairing 30 points costs ten times as much, which is the same as creating armor. So, it makes sense to repair and maintain your armor after a few events as opposed to waiting a year. It's similar to taking your car in for regular check-ups instead of waiting until it falls apart and costs and arm and a leg.
Just my opinion, but I really believe this would be a positive change for blacksmiths and the game overall.