I should have continued to think upon my idea before I decided to write the original post, I missed a few key points and I hate myself for that, hopefully they still take this into consideration.
Here is a much easier to follow, more detailed explanation.
Take away HP from all wooden objects, instead just incorporate a ''Chance'' system tied to all wooded objects. So, remove HP bar and replace it with a wait bar.
Add chances to 4 different outcomes.
Example:
- 70% chance to break the object without breaking any valuables.
- 15% chance to break the item in the chest.
- 10% chance to break the your weapon before the object breaks.
- 5% chance to break everything
STR and FIN stats, along with your weapon type alters the chances of each of the final outcomes.
Doors and Chests should have a level prerequisite put on them to stop players from being able to break everything as soon as they get into the game.
All broken materials should be salvageable to later be reforged.
Only items that can be realistically broken should have a chance to break.
Make it to where unequipped weapons that are in your inventory be usable to break objects.
STR would determine how fast you would break the object, but if your STR is much higher than your FIN than the chances of something breaking other than the chest or door would increase. The chances of breaking your weapon, the item in the chest, or both at the same time would increase EVEN MORE if you were equipped with a 2H-weapon, but everything you hit would break quicker. Think of it as a barbarian using a 2H-weapon and he's swinging at full force. In the end, there would be a higher chance of him breaking something.
FIN would determine how well and strategically you would hitting the object, inherently decreasing the chances of breaking something that you don't want broken. If your FIN is higher than your STR then you'd have a much better chance at only breaking the chest or door, instead of your valuables. Your chances of failure would decrease even more if you were equipped with a 1H-weapon, but the object would take longer to break. Think of of this situation as a dwarf inspecting the chest, finding its weak spots and using the hilt of his 1H-sword as a hammer to slowly break away the chest safely until he can reach inside and grab the item.
If your STR/FIN stats are identical, then the only thing that would determine the speed and outcome would be your weapon type. How the developers want to scale the FIN to STR ratio is up to them, but it could be done.
Just about guaranteed success, with a 25s wait time: High FIN, low STR, 1H-weapon.
High success rate, 20s wait time: High FIN, low STR, 2H-weapon.
Pretty good success rate, 25s wait time: Medium FIN, low STR, 1H-weapon.
Above average success rate, 20s wait time: Medium FIN, Low STR, 2H-weapon.
Average success rate, 15s wait time: Medium FIN, Medium STR, 1H-weapon.
Decent success rate, 10s wait time: Medium FIN, Medium STR, 2H-weapon.
Below average success rate, 15s wait time: Low FIN, Medium STR, 1H-weapon.
Uncommon success rate, 10s wait time: Low FIN, Medium STR, 2H-weapon.
Rare success rate, 5s wait time: Low FIN, High STR, 1H-weapon.
Very rare success rate, instant, no wait time: Low, High STR, 2H-weapon.
Last edited by Kizzdon; 06/04/17 08:34 PM.