What do you mean by different standards? There is only one standard if you want realism and you have good enough data, which is as accurate as possible, everything else is gamey. If it is well documented how much energy is needed to penetrate mail or gambeson or sheet of mild steel of specific thickness with bodkin arrow. And we know the physics behind it all, and scaling of these effects with thickness of material and we know how thick these armors were and what material they were made of historically what is there to discuss about penetration? We can discuss blunt trauma because that is hard to evaluate, we can discuss how the weakspots in the armor will be abstracted given how bad the hiboxes are and how basic the combat is in BL. But if I have some decent data to go by why should I randomly decide to ignore it? More so if it actuall works in the game (hence why morale is not realistically implemented, it just does not add anything to the experience). But I believe that proper implementation of relativistic physics like using enemy speed against them to penetrate their armor adds to the game.
Repeating again, more slowly this time, "realism" in a game is
selective. Games are not real life, nor can it ever hope to be no matter how well-simulated it is.
Obviously you think maximal realism is just the best for everything, but then why stop at armor and weapons?
-- Let's implement battle pacing to the real life standards of at least 2 hours real-time, to at maximum a whole 24 hours.
-- How about recruiting and training? Does manpower just pop up at regular intervals in real life? Why not implement realistic population limits and have a country which loses major battles suffer its effects to the military and the economy for generations?
-- Do people instantly go from a novice, to a top-tier elite soldier just because they win a few battles within a week? Have all the soldiers stay low tier, and requiring years worth of experience to reach at least tier 4. Sounds good right?
-- When the reality of the in-game economic situation is that lords with multiple fiefs can maintain at maximum 150~200 soldiers, how the heck is it possible for a mere landless mercenary to maintain bands of soldiers 200+? Economically and logistically totally unrealistic. The player shouldn't be able to field as much soldiers as lords.
-- How can it be possible for the player army to traverse long distances without sleeping? The players should be forced to stop and make camp at least every 2 in-game days, right?
-- As mentioned in previous posts, all the equipment of your soldiers should cost significantly more. The player's =oneself requires at least like 10k to have a decent mid-tier level gear. But the soldiers you just pay at max a few hundred gold and they instantly transform into higher tier gear. Is this realistic? Way too easy for the player to field high-tier armies with superior gear. Each soldier should be paid at least 10k every time it levels up to the next tier.
-- Hygiene is a thing. Regular outbreaks needed in armies that are fielded for too long a time. Have random diseases and ailments strike your army so it constantly reduces your battle-ready soldiers.
-- Player characters being unlikely to die even with death settings on. Way too convenient for the player. If the player receives a big wound, or gets knock out in the field, should be a very high chance they would just die and the game be over at that moment.
Sounds good, right? Under your standards, all of the above should be in the game. Let's see how many people would play that.
You'd probably say
"not every realism adds to the game" -- which, is indeed, correct. But the fact you choose certain areas of realism whereas leave others to gamey convenience, is itself "game balancing." But if certain areas can be simplified, omitted, or portrayed fantastically for the sake of a game, why shouldn't armor and damage be the same?
Especially when the vanilla game already is pretty much realistic in its results?