Wolven,
Talk to me. How do you want your armor system to work?
This is a very good question and part of the challenge. The simple answer is I don't really know how it should work. I think it's more appropriate to ask: "How do
we want the armor system to work?"
I didn't even know it was possible to do what you're planning to do for RnF, before you enlightened us. So I'm not sure I'm the right person to say what the best approach is. Same goes for weapons really.
I don't have a programmers mind or sense of logic and math. I'm more of a designer and architect and I don't have the same level of understand of the game mechanics as some of you guys have. Now I love thinking out details and I can be quite obsessive about things, but I recognize my weaknesses and I don't want TLA to suffer bad design decisions, just because of my ego or ignorance. I want TLA to be the best mod it can possibly be, and I don't necessarily have the best ideas for everything, even if I came up with the mod concept. I want TLA to be our collective project, and that all participants should have a say in decisions, and that we all get to utilize our knowledge and skills to the fullest.
Alright, enough ranting... What I do know is that I want to be able to control every stat and effect on every item. I don't want random affixes anywhere. At least not until we've managed to balance this beast somewhat.
I also like the idea of armor classes. Heavy, medium, light, what have you... And I like the idea of the system being flexible, so the players can build how the please, as much as possible. And perhaps there should be penalties, like move and attack speed reduction, when having high armor. I don't know yet.
Now, I'm not even sure if players should level, or not, but after play testing with Slacker I'm leaning towards not leveling, but players can earn/buy/acquire skill and stat points, but there should be a limit. This is all still very much just vague ideas at the moment.
Getting new armor (and weapons) should be somewhat hard, or rather you need to work a bit to be able to afford buying new gear and/or upgrades. It's supposed to be a part of the motivation of the game. To battle and earn enough to get better gear. Thus the starting gear needs the be good enough to use for a good while in the arena. And it should be possible to upgrade the armor with gems and enchantments. I think the suit with affixes solution is the way to go, and keep the armor value off the armor it self.
I know I'm being vague, it's simply because I really don't know what I'm after technically. I just have this general sense and idea of how the mod should be...
We need a base to test the skills against, so they can be balanced and tweaked and reworked and tossed out and reinvented. That's pretty much what I know right now.