You can save time by not thinking of or writing overly complex threads
In the forum I read that most of the threads are "requests" and "suggestions" written without a minimum of detail of how the suggestions work.
The task of a suggestion that really wants to help is not to provide a generic request or advice like "you know we could do this, that would be nice" but to give advice with an argument that contains the details of operation and a theoretical demonstration of how applying that tip solves one or more problems.
Simple tips are easy to write but tend not to give the developer a clear insight into how that tip should be implemented, and they don't even offer REASONS to implement it.
And the reasons are closely related to the gameplay balance, the problems it solves and, in my opinion most importantly, the number of levers, degrees of freedom or mechanics that that suggestion introduces and that allow the developer to be able to act on those to balance the game rather than constantly changing the same parameters.
For example, the balance between ranged and melee units, including those with shields, could depend on factors other than simply changing armor values or arrow damage or archers' accuracy.
For example, they could depend on the number of protected and unprotected hurtboxes, leading to ranged combat being evaluated on a statistical rather than a parametric basis.
And the shields filled with bullets should add some bulk to the character.
In the game, a character with a 2-handed weapon (no shield) and very heavy armor still falls to the ground with 3-4 arrows, and it is irrelevant where the arrow has hit, because even taking into account the localized damage, if there are not 3 arrows that they kill you then they are 4.
Vice versa imagining a different system of armor, more based on the number of hurtboxes and on the cover they have by means of the armor, whose armor value can be well raised since we are concerned that where the armor covers the protection must be "realistic", then a warrior with a 2-handed weapon, no shield and very heavy armor, even if he will never reach the archer, at least if the archer does not aim well at the uncovered hurtboxes, he will not knock him down even with 50 arrows.
And to aim well you need to be closer.
So from a distance the relationship between bullets and armor is statistical:
you shoot 100 arrows and the probability with which you will hit will be equal to the ratio between the area offered by the uncovered hurtboxes and the total area of your body, clearly only the projection on the plane orthogonal to the speed vector of the arrow.
These are not calculations that the CPU or the player must do, it is simply what should emerge from a statistical analysis made on a given number of tests that can be carried out by placing archers on one side and infantry on the other.
So there are no arbitrarily placed coefficients. It all depends on the kinematics of the arrow and the hurtboxes that are hit. The more they are exposed, the more likely they are to be hit.
So from a distance a large number of arrows would throw down a heavily protected soldier.
On the other hand, closely it will all depend on the aim that the archer has and in his ability to hit the uncovered hurtboxes compared to the covered ones.
In hand-to-hand combat, the spam of attacks would also be inconvenient since it would be likely to hit a covered hurtbox and therefore would inflict little damage in relation to the armor value of that protection (which we said is no longer "paper" like the armor that there are now).
Conversely, those who tend to aim for the right hurtboxes without spamming the shots will be rewarded.
Clearly, spam is discouraged but not entirely eliminated.
For example, low protection armor tends to reward spam.
So in general better protection (in terms of armor value) and greater coverage of hurtboxes limit spam, but DO NOT MAKE INVINCIBLE.
In fact, hitting an uncovered hurtbox, for example a joint that cannot be covered with any armor, inflicts maximum damage, reduced at most by the damage location.
So even a naked character could kill a heavily protected one in 3-4 shots, but only if he aims well and hits those unprotected points, generally small hurtboxes that reside between two protected hurtboxes, or by hitting those uncovered hurtboxes that are not such if a given condition is not satisfied
(for example the armpit remains covered, despite not having protection, until the opponent raises his arm to attack for example).
You can also save time by getting rid of the bloated formal format (which is fine in a formal design document, but not usable for presentation of ideas)
I have already changed the formats in which I write for this purpose, but if a discussion is long it is because it has content, not because I like to write a lot.
If I write a lot it is just to leave no room for doubt and clarify.
If this were not necessary, I would write telegrams.
and get to the point more efficiently.
The point is the detail.
If I just wanted to write "do this" without explaining the how and why, there would be no reason to do something.
Boom! Time saved, now you are a modder.
I am not a modder in the sense that I do not use graphics engines, I do not know the programming languages suitable for the purpose and unfortunately I do not have the time or the energy to learn them now because I study other subjects.
Threads and tips are the only way I can help improve the game, and within I put as much effort and (simplified) knowledge as possible in order to make clear the detail expressed in the topics.
Topics and technical details that in themselves are aimed at the developers, not so much the community.
The "non-technical" part is directed to the community and therefore he only has to see if he is interested in it and if so then he should support it.
And if the community is also interested in the details and wants to contribute, that's even better.