Depth is good and more armor levels will certainly add more depth. Going back to having four (with unarmored) would be excellent!
I disagree with your opinion. More types of armor does not equal more depth. But maybe we have a different idea of what exactly constitutes "depth". To me depth is linked with options and the consequences of these options. A system where I would have to use different armor types for different tasks would be deep.
But adding another armor skill doesn't do anything like that. It just imposes artificial limitations.
I'm glad to see that far more people voted in favor of returning the skill, and then proceeded not to say anything at all, than those who came here and did nothing but claim armor skills should be removed. It really doesn't even dignify a response, for most of them. There was -one- bloke, whose post I can't quite find again at the moment, who did have a rather interesting idea... but it really had nothing to do with The Elder Scrolls series' way of handling armor. It would be much better used on a unique title, rather than being amended to one with an already-extant system.
http://www.gamesas.com/index.php?/topic/1149632-anyone-want-medium-armor/page__view__findpost__p__16814163
The faulty logic that somehow removing armor skills would suddenly make armor all better is laughable.
It wouldnt suddenly make
all armor better. But it would be an improvement.
The problem with armor and armor varieties has nothing to do with the skills attached to them... and everything to do with the offending player. The armor system of Oblivion was ludicrously bad. It's one saving grace was the fact that... damn... armor was very pretty. Otherwise, everything about Morrowind's system... from the way it allowed the player to mix and match armor to the ability to wear clothes under it... was superior. Not entirely without flaw, mind you: there was a noticeable lack of higher-end Medium Armors once you approached the end-game, and some armors seemed a bit unbalanced when you considered their protection values...
I agree that apart from having more armor skills Morrowind handled armor better than Oblivion.
Even still, the overall system was quite exemplary. The problem most people are describing here is their own laziness... an unwillingness to be bothered training up a skill, and a desire to instead have everything lain out at their fingertips without any kind of structure or restriction. That's not an issue with the game. That's an issue with the gamer.
Here is how The Elder Scrolls: Morrowind handled armor...
Wear some Light Armor... go out and cut down some cliff-racers... learn how to properly wield Light Armor.
Wear some Medium Armor... go out and pick a fight with a few skeletons... learn how to properly wield Medium Armor.
Wear some Heavy Armor... go out and slaughter some slaughterfish... learn how to properly wield Heavy Armor
How complex is that? How complicated can it be, when it can be adequately summed up in three sentences? You could do it in your sleep... and some people actually did. Boo-hoo... it takes time to master Heavy Armor. Big deal. Get over it. If players aren't willing to invest any kind of time or effort into playing the game... then they have no place acting as if their opinions on how the game plays should matter. There are plenty of other games for that sort of gamer, and the day that The Elder Scrolls finally topples off the edge of that slippery slope... is the day I stop giving them my money.
My suggestions have nothing to do with any unwillingness to train up my skills. And nobody ever said it was to ocomplicated. at least not in this thread, as far as I'm aware. Here's a list of why I dislike armor skills.
1. The way they are implemented doesn't make sense. I have already mentioned the example of a character skilled in Medium Armor trying to wear a mix of Steel and Leather in an earlier post. Basically the flaws here are that the skills are entirely independant from each other and that the game uses the weight of each individual piece to determine which armor skill to apply rather than the combined weight of the armor you are wearing. Of course you can resolve these issues without removing the skills, but removal is one possible solution.
2. Proper use of armor requires a certain amount of skill, but the scale of skill is smaller than for example the scale of mastering swordsmanship. Armor skills are justified only to go from 1 to 25, not further. OK,
maybe they could go all the way to 50, but I doubt it. Armor simply isn't a skill on the same level as Long Blades or quantum electrodynamics.
3. It imposes limitations without resulting in meaningful strategic options. If you have Heavy Armor as a major skill you are strongly encouraged to stick to heavy armors, but the decision is straightforward to the point of being mindless.
4. If I want to use a mix of different armor categories I can take multiple armor skills as my class skills, but that results ina weaker character. Firstly it splits my skill increases between two different skills so they each advance slower than if I stuck to a single category and single skill. And secondly choosing a single armor skill would have allowed me to pick a completly different skill to supplement my character. For example if I want to wear a mix of Steel and Leather and pick both Heavy and Light Armor as my clas skills my character will be weaker than if I picked Heavy Armor and Restoration (or whatever other skill).
Obviously, this little rant doesn't apply to anyone who suggested armor skills be removed but then provided another possible alternative. I'm not opposed to new ideas. I'm just mostly opposed to them being applied to a game series where such systems have already been established for decades. In my opinion, the rules of "If it ain't broke, don't fix it" apply here.
My suggestion, which I posted years ago is to implement armor with perks. But first I need to explain perks.
Remeber the skill perks from Oblivion? Something like that except you don't get them automatically and they are not tied to skills. Instead you learn them from trainers and they have various skill and attribute prerequisites that you must match before you can learn them. Certain perks could also require you to already have a more basic perk.
So for armor you could have a series of armor proficiency perks. You can call them Light, Medium, and Heavy or you can call them Basic, Advanced, Expert, and Master. Exactly how these perks would influence armor is still up for debate, but one way is that each of these perks would simply reduce the effective weight of the armor you're using.
So let's say we're using the Basic through Master model and that Steel armor has 100 weight. If you wear a full suit of Steel Armor and have none of these perks you are slowed down by the full 100 weight units. Then you get Basic Armor Proficiency and that reduces the effective weight of the armor you are wearing by say 20 points. So you're moving around in your Steel armor as if it only weighed 80 weight units. Then you get Advanced Armor Proficiency and it reduces it by a further 20 and so do Expert and Master. So when you have Master Armor Proficiency you move in Steel armor as if it only weighed 20 weight units. If on the other hand you used an armor that has half the weight of Steel (maybe Glass) it would become effectively weightless at Expert Armor Proficiency.
The exact numbers aren't that important. If 20 is to high it can also be lower, but you get the general idea.