Also, you might have noticed that Armor and HP are now tracked separately. I'm not sure about this change, but more than a few people have asked for it so I think it's worth a try.
Overall, my goal is for this to introduce a few new wrinkles:
(1) Soon you'll be able to pick-up armor mid-battle from the fallen to replenish your defense -- a kind of natural "medkit." Maybe it will be annoying to hunt for fresh armor. We'll see. But it's another step to more "sandbox" gameplay.
(2) This will add more flavor to weapons and armor types. Every weapon now has an penetration % -- how much will ignore the armor. But every armor also has a penetration defense %. The delta is how much actually hits the body. And of course after armor is destroyed, all damage goes to the body.
In terms of balance I'm thinking 0% penetration for pistols, SMGs, shotguns and explosions. 15% for AR and LMG. 30% for DMRs. And 100% for snipers. And for armors, all the ones in the current playtest are early-game so they have 0% penetration defense. But soon I'll introduce some meatier armor so the penetration is something you start to think about when planning for battle and during engagements.
(3) This means more troops will be scuffed after every battle. I hope it encourages players to focus on troop rotation and maintaining larger squads in the strategy layer.
Again, this is VERY experimental. I'm not certain it's a good design. Maybe it just introduces more micro and mental work for the player. So we might go back to a simpler system. But maybe the payoff is worth it. Let's find out together.
If you have thoughts, let's discuss here ->
https://discord.com/channels/937594193709248523/1110766753908281377