It's settled, then. That's it! We already have what we should have! Thanks TW for being so considerate.
While i understand and somewhat agree with your points, you are being too literal, or deliberately obtuse in defending the armor system as it stands. Yes, its a game, we all know it. But you, however, take anecdotal evidence as a basis for your argument: the sepeculative memory, while completely disregarding the amount of data accumulated showing that ranged weapons surpass essentially every troop tree, becoming the meta; basically, if you truly wanna win efficiently,
become the mongol horde. As well as ignoring that a heavily armored dude is quickly killed by 2 recruits with the correct timing in a matter of 3-4 blows. This is no exceptional anecdotal case, by the way, everyone has noticed it. Its not a matter of elites dying to recruits, but rather
quickly dying to them, as quickly as if it was another elite. The stunlock mechanic is very nice and eliminates skill difference in a realistic manner as it is in vanilla, however, armor is pointless sometimes (even though it has improved dramatically since 2020). It barely makes a difference from wearing rags or 3-layered mail, fabric and plate. Which in a 'game sense', should hold at least double the amount of hits it currently does. As i said, ita not the
dying part that is the problem, but rather the
quickly dying.
RBM did a painstaking job of rebalancing armors to the point they become cute cushions around the body if youre using anything but blunt force or a 600 pound ballista to attack armor, which may be a bit too much in some circumstances, but is not at all unrealistic. They balanced it by adding the weak points and killing blows mechanics, which is a nice balance.
By no means I want RBM's system in the base game, however a simple change to allow armor material to provide damage reduction, even if a stale flat reduction, would work better than the vanilla system, as many have proven to be the case with countless "armor matters" mods over the years. Doing so would automatically balance the complex damage and troop systems. No need to
nerf ranged, to buff polearms, not the way people demand it now. Make it so the armor material matters, and the complex system already in place is automatically fulfilled, and balance is achieved in troop variety, not weapon damage (of course balance would still need to be made for weapons amd armor, but in a much more modular manner, and therefore easier and more complex, instead of as simple as it is now, and artificially hard, if not barebones and nonsensical).
Theres plenty of data on this if you do a forum search on armors. We are not questioning health points, or the gamey nature of damage reduction, we just want a better system than what we currently have, because it feels
off,
unnatural, it detracts from the challenge of the game making it artificially hard for heavy armors and artificially easy for low tier attacks. Of course everyone thinks one way is better than the other, but the majority of people who thought about this seem to overwhelmingly agree that armors should provide more protection based on the material they are made out of. Not too much protection, mind you, just more than what we have. The system allows for it, but they wanted to disregard it, considering us who complain an "upset subset of players" and believing the system as is to be fun enough for the majority (vide my signature image link). It seems that
that is their... vision™ of the game.
I have no hopes theyll actually do it, and as such I end quoting another forum member whom I can't recall: