How it was in OB:
I just played Oblivion and got out of the dungeon, found some lether armor pieces and got a protection of 5%. At the level I played, the enemies where not even hitting 15, so 5% armor was the same thing as nothing at all. Because the leather armor was just a little bit better than no armor at all, I started thinking, is this the right way of doing it? While I didn't find out a straight answer to that question, there is definitely something wrong with Oblivions armor system.
% and DT overview:
The overall idea of a % armor rating is classic and works well if done correctly, but I also found the Threshold system work equally well. In the % system, there needs to be an upper level of how much % we can protect ourselves from, which was 85% in Oblivion. No matter how hard the enemies hit or how weak their attacks are, there is always some damage inflicted to you with the % system. With the damage threshold system, your armor would absorb the damage of your opponents point all the way up to the rating you have and then it would start hurting you. I don't think that a DT system in itself could work so great in skyrim, because even if you are equiped in full deadric armor, it doesn't mean that the armor would absorb all the damage, it just protects you against lethal damage.
Different ways and locational damage:
That's just a little summary of the problem and the options that I have thought of, both of them from games I have played. Now to the real question, which of those should be used, or should a mixture of both be used or a completely new system introduced? Keep in mind that the elder scrolls has always given us a lot of different armor types and the difference between those types needs to be seen in a clear way. The weakest armor in the game should definitely feel like it is protecting you more than your skin, which it didn't in Oblivion. I read somehwere in these forums that locational damage and locational armor protection could be introduced, to which I agree, it would help us give a clearer difference between having no armor, one piece of armor and full set of armor.
Summary of my thoughts:
I myself think that a new system I haven't thought of would be better than the one that I have come up with, but for the time being I see this as the best solution:
The introduction of locational damage and armor. Protecting your legs will not give you an overall better armor protection, but it would protect your legs. Making the worst armor in the game, probably something like worn leather, should protect you so much more than having no armor that you would appreciate the armor. Adding a mixture of both damage threshold and % damage to all pieces of armor could help make unique and different armors. If the pieces of armor, such as greaves, would only protect your legs, then the worst piece of armor, worn leather, could have a damage threshold of 1 and a % armor protection rate of 8%. Moving upwards in better armors, we could have the best light armor greaves in the game protect our legs with 8 damage threshold and 45% armor rate. Likewise, the worst piece of heavy armor could protect us with 2 damage threshold and 9% armor rating and the best heavy armor with 14 damage threshold and 70% armor rate. Note that the numbers are measured on a single piece of armor, greaves and are not to be the final numbers o fthe game, only an example. Please also note that armor pieces do not stack, so having greaves and gauntlets of the best heavy armor does not vige you a DT of 30 and a armor rate of 140%, they give protection to the specific body part they are protecting.
Elemental protection:
Edit: One thing I forgot to mention, should armors have an in-built resistance towards elements, further making the armors more unique and useful? For example, fur armor would obviously have frost resistance, but to what ectent I don't know. Leather could (possibly?) give us a weak protection against fire. Just a random thought: the dwarven armor could weakly protect again shock.
So, what do my fellow forumers think about Armor, how it is measured, the difference between having no armor, one piece of armor, two pieces, full set and how and if armor should protect against the lelements of the world, or any special effects like resistance agains staggering and being knocked down?