Вообще на форуме игры много всяких интересных тем, касающихся механики игры, оружия, экипировки и прочего. Вот в частности про броники.
Our armor, much like the weapons, is up to personal preference/need more than it is a linear boost to the defense rating. Armors have a basic defense rating which is subtracted directly from damage. Most sets also have a resistance to certain kinds of attack, which reduces the attack damage by a certain percentage. Resistance bonus is taken off first, and then reduced by the damage resistance of the armor.
For example, if your armor has a defense rating of 5 and reduces Slashing by 10%, then an attack with a knife that causes 10 damage would cause 4 actual points of damage [10 - (10%) = 9 - 5 = 4]. If the 10 points of damage had been from a hammer instead of a knife, the armor’s slashing resistance would offer no additional protection and the actual damage would be 5. Damage ratings tend to stay on the lower side, so getting armor with high or more types of resistances should be a priority. There are multiple types of damage in the game:
-Bite – Zombie damage.
-Ballistic – Gun damage.
-Fire – Flame/heat damage.
-Slashing – Blade damage.
-Bludgeoning – Bashing damage.
-Piercing – Spear/Arrow damage.
-Chemical - Gas/chemical based attacks.
As in real life, most armors are designed to protect against a certain kind of attack – for example, bullet resistant armor is great for absorbing ballistic damage, but offer little protection against a knife or bite. Matching the armor to the type of opponent you’ll be facing is key – if your melee guy spend a lot of time fighting zombies, put him in armor with bite resistance. If your ranged girl spends a lot of time exchanging fire with other shooters, put her in ballistic armor. Some armor is general purpose, but doesn’t offer the same amount of resistance as specialty armor. Only the highest levels of armor offer adequate resistance to multiple types of attack, but they are difficult to obtain and never offer the level of resistance of the highest level specialty armors.
Some armors are so heavy or bulky that the wearer incurs a penalty to their AP. Armor does not degrade and there is never a need to repair it, though some armors can be upgraded with the Science skill. Some types of armor can only be created with the Science skill, and others are so rare that the player will only find one or two pieces in the entire game. Armor is equipped in the armor (body) slot – there is no need to find multiple pieces of armor to receive its full benefit.
In addition to Armor, the player will have Accessory slots, which I will detail in a future update. If anyone can find gaps in our plans for armor, please post them below. We’ve made the armor pretty straightforward for ease of implementation, so if you’ve got feedback, please address faults (or things you like) in the current system, rather than propose new systems. If people want to discuss armor systems in games in general, we’ll open up a topic on the RPG Design Board.
Выглядит вполне хардкорно. Посмотрим что доживет до релиза.