It has a "durability" as in how hard it is to be removed. However, it's not like it's being tracked in game.
Clothing and items in this game are basically immutable singleton objects that get referenced. Right now there isn't a system tracking anything for a single piece of clothing.
It's possible to add in, but like dndw says, it might not be entirely trivial.
That said, I do feel like there's a problem mid game where clothing are barely relevant at all. The bonuses you get for being naked a lot of times outweighs having them on. Especially wearing bulky clothing often times is way worse than wearing skimpy outfits or just outright wearing nothing. On one hand this kind of makes sense in a sex fight, but on the other hand, it sort of makes an entire mechanic moot. I tried assigning some bonuses to some clothing, and adding a sexiness factor to a lot of outfits. But generally the AI just strips them anyways, and there's barely any point.
Ah, I misunderstood what that value was in reference to then.
I agree; as is, the mechanics basically punish players that rely on clothing, due to how easily the AI destroys it, and due to there being no real reason to keep clothing on.
• In terms of gain, at most it's a 1 or 2 point skill difference, which might be necessary to access a skill early, but is moot once you gain more points.
• The other issue is that AI often will have very high levels of mojo even at the beginning of a battle, or gain it really quickly. That means to respond as quickly, a player has to rely on either Arcane's Mana Absorb for the starting boost, or Strip Tease which means all clothing is removed on the first turn.
• And then of course with the clothing destruction skills, your clothing's not going to last long to begin with anyway.
Making some clothing resilient to certain types of destructive skills would probably help with that last point. Something resilient to tearing, maybe Science doesn't work so well against [certain material], that sort of thing.
Last edited by a moderator: