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« on: September 21, 2012, 07:18:58 am »
Right now, there is no difference other than cost between a copper pick and an adamantine one. They both cut through the softest sand and hardest granite with the same ease and bring your marMine corpsedwarfs up to legendary stats just as quickly. But the pig tail fabric glove they're wearing on their hand will have completely tattered away by that time. Wouldn't it make sense to have a soft metal like copper wear out also?
So here's a proposal: have metal objects experience "wear" like clothing currently does. After digging out a couple hundred hard stones, your -Copper Pick- might become an x-Copper Pick-x and eventually from XX-Copper Pick-XX to nothing.
I'd suggest that the amount of wear that occurs be related to the relative "hardness" between the material being dug and the tool. So a copper pick is unharmed by sand or soil, has a 5% chance of a "nick" when digging into sedimentary, 10% when into metamorphic, etc. Iron would be fine going through sedimentary stone, but still have a chance of being nicked by granite. Item quality could affect the chances as well. So while a regular Copper Pick has a 5% chance, a -Copper Pick- has a 4%, =Copper Pick= 3%, etc up to a masterwork that could be invulnerable to wear. A single nick wouldn't turn into an xCopper Pickx, but maybe after 10 or so...
A similar "wear" could be applied to armor: An Axedwarf slashing through bodies protected by leather armor should damage the armor -- after 3-4 slashes that get through, the armor would become tattered. For realism, different types of armor could wear differently based on the type of attack. clothing and leather armor could be damaged by pierce or slash, but not blunt; chain mail be damaged by slash, but not pierce or blunt; plate armor by pierce or blunt but not by slash.
Thoughts?