I feel like iron armour + chain on smithing table should equal chainmail armour, and then make chainmail armour better tier than iron armour (it's also more enchantable already).
Gold armour is a noticeable exception to the current "one best tier" rule, and turtle helmets the other one (we all forget those because raising turtles is such a long process, getting water breathing or respiration is easier, just like iron vs leather).
I'd actually love to see balanced armour - leather easier to get, chainmail stronger than iron, etc. But the unmatched tier thing is quite real.
I think netherite armour should slow down players who wear it due to weight, explaining knockback resistance.
On the other hand, leather armour should allow for extra stealth, for instance, especially if dyed similar colours to the area.
Leather armour should be cheaper, requiring only rabbit hide which is now "leather scrap" and can be made 4 from one leather. 6 leather vs 24 - more reasonable.
Turtle helmets should be a bit easier to get - turtles take quite a long time to grow even if you know what you're doing. Otherwise most of us turn to magic as already said or just swim with conventional tricks (bucket, door, etc.).
In the Titanium thread I mention this, but chainmail should realistically be weaker than iron armor as it isn't as protective, hence why plate armor outstaged mail in later history, but considering how protective it is to cutting, maybe an innate projectile protection effect would be good.
Also, I mention my idea of how each higher tier should slow the player slightly (2% was my example, I could copy and paste it here if needed).
Plate armour is stronger but pricier than chainmail in real life.
I propose three armour tiers when it comes to slowness:
1. Lightweight - leather, chainmail, turtle, elytra - does not slow down.
2. Mediumweight - diamond, netherite - slows down by 5%
3. Heavyweight - iron plate, gold plate - slows down by 10%
As for crafting, I propose the following:
Iron, gold and diamond plate needs to be produced on anvil rather than crafting table, and require to use up one bucket worth of lava (you get bucket back), as well as 2 (helmet, boots) or 3 (chestplate, leggings) ingots/units of material more. Chainmail would be crafted as iron plate is today.
I already proposed this here: https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/3024168-copper-and-making-iron-rarer?page=2
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
In the Titanium thread I mention this, but chainmail should realistically be weaker than iron armor as it isn't as protective, hence why plate armor outstaged mail in later history, but considering how protective it is to cutting, maybe an innate projectile protection effect would be good.
Also, I mention my idea of how each higher tier should slow the player slightly (2% was my example, I could copy and paste it here if needed).
I liked your idea so please do. If Mojang would find a way to make all armours valuable beyond looks, and made costs more balanced, I don't care about tiering otherwise.
Plate armour is stronger but pricier than chainmail in real life.
I propose three armour tiers when it comes to slowness:
1. Lightweight - leather, chainmail, turtle, elytra - does not slow down.
2. Mediumweight - diamond, netherite - slows down by 5%
3. Heavyweight - iron plate, gold plate - slows down by 10%
As for crafting, I propose the following:
Iron, gold and diamond plate needs to be produced on anvil rather than crafting table, and require to use up one bucket worth of lava (you get bucket back), as well as 2 (helmet, boots) or 3 (chestplate, leggings) ingots/units of material more. Chainmail would be crafted as iron plate is today.
I already proposed this here: https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/3024168-copper-and-making-iron-rarer?page=2
I think this may be shooed off as complicate but it perks my interest. If iron armour took more steps to make such as lava we would not see players rushing to it or diamond, gold, and netherite, as quickly. This also makes gold armor found in ruined portals more valuable.
In that other thread, I suggested this as how armor could slow players:
"Now, I know players don't like nerfs, so instead make it a buff. They could increase the player's running speed by about 5%. With each tier decreases movement speed by 2%, (gold and chainmail armor sharing the same speed reduction level), Netherite at the last fifth tier would reduce speed by 10%, but only 5% of the original movement speed due to the 5% buff to normal, unarmored movement speed. I'll make it a bit simpler by listing it.
-unarmored: +5% speed to current speed
-leather: +3%...
-gold/chainmail: +1%...
-iron: -1%...
-diamond: -3%...
-Netherite: -5%...
With this implemented, wearing leather armor would make you still quite fast, but have some protection and capacity to sneak. For those concerned with pvp, a leather wearing player could try to outmaneuver a Netherite wearing player, but would never be able to tank nearly as much damage."
I think the slowness caused by armors should be more gradual, with each higher tier slowing the player just a bit more.
I feel like iron armour + chain on smithing table should equal chainmail armour, and then make chainmail armour better tier than iron armour (it's also more enchantable already).
Gold armour is a noticeable exception to the current "one best tier" rule, and turtle helmets the other one (we all forget those because raising turtles is such a long process, getting water breathing or respiration is easier, just like iron vs leather).
I'd actually love to see balanced armour - leather easier to get, chainmail stronger than iron, etc. But the unmatched tier thing is quite real.
I think netherite armour should slow down players who wear it due to weight, explaining knockback resistance.
On the other hand, leather armour should allow for extra stealth, for instance, especially if dyed similar colours to the area.
Leather armour should be cheaper, requiring only rabbit hide which is now "leather scrap" and can be made 4 from one leather. 6 leather vs 24 - more reasonable.
Turtle helmets should be a bit easier to get - turtles take quite a long time to grow even if you know what you're doing. Otherwise most of us turn to magic as already said or just swim with conventional tricks (bucket, door, etc.).
In the Titanium thread I mention this, but chainmail should realistically be weaker than iron armor as it isn't as protective, hence why plate armor outstaged mail in later history, but considering how protective it is to cutting, maybe an innate projectile protection effect would be good.
Also, I mention my idea of how each higher tier should slow the player slightly (2% was my example, I could copy and paste it here if needed).
Plate armour is stronger but pricier than chainmail in real life.
I propose three armour tiers when it comes to slowness:
1. Lightweight - leather, chainmail, turtle, elytra - does not slow down.
2. Mediumweight - diamond, netherite - slows down by 5%
3. Heavyweight - iron plate, gold plate - slows down by 10%
As for crafting, I propose the following:
Iron, gold and diamond plate needs to be produced on anvil rather than crafting table, and require to use up one bucket worth of lava (you get bucket back), as well as 2 (helmet, boots) or 3 (chestplate, leggings) ingots/units of material more. Chainmail would be crafted as iron plate is today.
I already proposed this here: https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/3024168-copper-and-making-iron-rarer?page=2
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
I liked your idea so please do. If Mojang would find a way to make all armours valuable beyond looks, and made costs more balanced, I don't care about tiering otherwise.
I think this may be shooed off as complicate but it perks my interest. If iron armour took more steps to make such as lava we would not see players rushing to it or diamond, gold, and netherite, as quickly. This also makes gold armor found in ruined portals more valuable.
In that other thread, I suggested this as how armor could slow players:
"Now, I know players don't like nerfs, so instead make it a buff. They could increase the player's running speed by about 5%. With each tier decreases movement speed by 2%, (gold and chainmail armor sharing the same speed reduction level), Netherite at the last fifth tier would reduce speed by 10%, but only 5% of the original movement speed due to the 5% buff to normal, unarmored movement speed. I'll make it a bit simpler by listing it.
-unarmored: +5% speed to current speed
-leather: +3%...
-gold/chainmail: +1%...
-iron: -1%...
-diamond: -3%...
-Netherite: -5%...
With this implemented, wearing leather armor would make you still quite fast, but have some protection and capacity to sneak. For those concerned with pvp, a leather wearing player could try to outmaneuver a Netherite wearing player, but would never be able to tank nearly as much damage."
I think the slowness caused by armors should be more gradual, with each higher tier slowing the player just a bit more.