» Sun Jun 27, 2010 11:31 am
This is true, but this mod wouldn't play too nice with such mods anyways, since you'd have completely different behavior from 3rd party armor as per location-specific DT. For example, if you've got body armor that provides 30 DT and head armor that provides 30 DT and the body armor is third-party and not integrated, you'll wind up with 60 DT when shot in the head. That's no fun.
As for how much the DT values would be nudged, at the moment I'm looking at a bit less than doubling the upper-tier armor DT with smaller increases for the lower-tier armors. This is going to go along with weapon rebalancing so that some weapons will have greater armor penetration, but a lot more won't be able to penetrate upper-tier armor without armor-piercing ammunition - rifles (except the AM rifle) top out around 50 armor penetration prior to armor-piercing ammunition, making armor-piercing ammo much more useful for taking down people in power armor (which also tops out around 50 DT). Energy weapons will probably be rebalanced so that they can actually penetrate armor rather effectively, too, unlike their current super-svckiness. I haven't fully decided on how everything's going to balanced yet, but you should wind up with things with similar ammunition dealing similar damage. A big change is that weapons would have wounding modifiers depending on caliber, so while a 12.7mm pistol round won't penetrate armor as well as a 5.56mm rifle round, it will deal a lot more HP damage if the target is unarmored.
In general, I'm not too worried about maintaining balance with third-party mods - this is going to be a general combat damage system overhaul and those tend not to be too balanced with non-integrated third-party mods. I may include a bare-bones vanilla-DT/no weapon changes version, though it's not what I'm actually planning for at the moment.