» Mon May 31, 2010 11:03 pm
A different take:
Oblivion actually got Armor skills "somewhat right". It just implemented the positives sub-optimally. I can find no evidence how Morrowind acts on one score, but the one I can confirm is the "bad" behavior or armor skills.
What might have been a better system for Oblivion (and going forward) is that damage resistance is fixed per armor, but degradation is not. Heavy armor basically has a crapton of item health compared to light armor, regardless of resistance. (Basically, Iron armor degrades slower than glass, even if it provides little protection by comparison). Now, you have a skill of 5 in light armor. Fur armor barely protects you, even though it offers some DR. 5 to 10 hits is all it can handle. you stick with constantly repairing it because you don't want to be a tin can. Your skill rises to 10. Degradation is still high, but your armor is lasting longer because you're now degrading 10 to 20% slower than before. You stick with it, and reach a skill of 25. Now you're seeing a reasonable degradation rate, as you've learned to use the armor more correctly, and are working with the armor, rather than inspite of it.
Now, on the other hand, you try to cheat just to see how game balance works. You dump some glass armor on the same character (restarted) and see how it works. Well, the degradation rate will be high, both because glass is fragile, and because you're really unskilled. In fact, in this case, it's even worse than Fur: your degradation rate improves much, much more slowly. This effectively offers a tradeoff to using exceptional armors early on: your skill in that type is possibly inadequate to properly care for the armor in combat. The "end point" is equal for all types, in that if you finish with 50% or normal degradation, all armors do so. However, the normal point would be different for different styles. Let's say "Leather" versus "Imperial Leather". Well, on the surface, they shouldn't be too different. However, the "Imperial" implies a mass-produced armor designed around being issued to an army, perhaps of conscripts, with the need for quick adaptation. Therefore, you'd expect the design to be extremely natural, so that the conscripts or feudal levies can get decent usage and mileage out of the armor with a minimum of training. Therefore, a lower threshold for normal wear, but probably only by a few levels. (say, 20 vs 25).
You perks, then, essentially would have been, say, "Light Armor = 50 -> Improving Light Armor skill now decreases the encumberance from equipped armor", rather than "Skill = 75. Light Armor weighs nothing when equipped", etc.
Heavy Armor would go through a similar thing, except that heavy armor would likely have a much flatter line for degradation, and a much steeper one for affecting movement.
Note that I have not worked out equations for any of this. It's just an idea that Oblivion's perks actually went the way the skill SHOULD work.