What I want is REAL depth to armor, where wearing a deadric helmet and nothing else doesn't protect you exactly the same as a full suit of mail would. Or a full suit of Ebony protects exactly the same as some enchanted rags.
It was already the case in Oblivion and morrowind. I don't get your point here.
Look at Fallout 1 and 2 for example, each piece of armor had multiple armor ratings. First was Armor Class, which reduced your opponent's chance to score a hit, then there was Damage Threshold, which reduced damage taken by a certain number of damage points (this was used in New Vegas), finally there was Damage Resistance, which reduced damage by a certain percentage. Damage resistance was also broken down into multiple categories, like normal(bullets and fists), fire, laser, explosion, plasma, etc.
So lets say the enemy attacks you with a weapon that does 40 damage, and you've got a DT of 10 and a normal DR of 50%. First they would have to pass your armor class or they miss completely, then the damage is cut by the DT, then multiplied by the DR, so you take a total of 15 damage instead of 40.
In Oblivion, there's only a single stat, armor rating, which is pretty much damage resistance. No amount of pauldrons and individual gauntlets will make that any deeper.
Fair enough, these features are cool. But frankly, I don't see why having separate pieces of armor would "forbid" to have these features you want. It's like you're making a choice between the two where there is no choice to make.
_Star wars is cool.
_Yeah but I'd rather have milk on my coffee. So really, I don't get why you even mention the separates pieces of armor thing in your topic, it has nothing to do here.
On the other hand,
The game should recognize where you are hit and each piece of armor should protect their own related place. so a Helmet should not protect the hands, unless their added enchantment does so.
And damage threshold, and damage type differences are also nice touches.
This is awesome. damage should be localized.