That sounds much better than what I originally thought. However, it makes me afraid that it could end up making things too generic.
Generic in what way exactly? That different suits of armour would end up looking too similar? Remember, the design and visual look of any armour would depend entirely on who ends up wearing it. "Heavy" armour on a human would equate to full plate armour. Heavy armour on a bear paladin (yes, I went there) would also equate to plate armour. But the plate armour that the bear gets would be much larger and thicker than one worn by any human.
The amount of protection you get is is relative to how much protection the user has to begin with. For us humans we have nothing in the way of natural armour. In fact as it stands now we are the only species on earth without any purpose built defensive or offensively defensive mechanism short of our intelligence. So when we use our smarts to design, build then wear plate armour we gain a huge benefit in terms of protection. Bears naturally have a tough hide, adding plate armour to a bear stacks with his natural armour and amounts to a ridiculous level of protection.
What you make the armour out of has a big effect on the armour generation system as well. If you wanted to use plain stone as a material you would not be able to articulate it very well because stone is somewhat hard to shape. So stone plate armour would be horribly impractical. But then if you make stone scales instead you could create practical scale armour. If the weight seems a bit extreme just remember that it could be meant to armour something inhuman.
I really think that there is absolutely no good reason to simulate where an attack will hit.
I can think of plenty, but the one that tops the list is armour. If no one calculates where on the body you actually get hit, then any and all armour you wear is essentially a free lunch. Without hit detection you could put on your helmet of +9000 armour class and then go walk over spike traps without taking any damage. How does that make sense? The whole reason spike traps are effective is because they only have to deal with the armour on feet which is usually far less tough then that worn on the chest.
Roman soldiers in ancient times are a fantastic example of tradeoffs in practice. Your typical Roman soldier was equipped with banded armour, an open faced plate helmet, greaves and a large curved tower shield. When you look at an individual soldier he seems to be very vulnerable, all of his limbs are mostly unprotected. Whats makes this soldier effective in combat is how he is deployed. Roman soldiers were masters of formation fighting. Each soldier used his shield to protect himself but also the soldiers beside him. The weight saved by not completetly armouring each soldier was put to great effect allowing the soldiers to march farther and carry more gear.
Hit detection can be as complicated as deciding whether or not an arrow hits the left eye or the right eye (the dwarf fortress model) or as simple as recognizing that a unit has a shield and any arrows must make it through the shield first before hurting the bearer.
In general, actually, I think your system could also stand to have fewer armor stats. Distribution immediately stikes me as unnecessary. Some of the others could be combined without much loss
If I were to go back and redo it I would probably get rid of distribution and replace it with balance. Balance represents how well the user can distribute the load of his equipment around his person. Having poor balance will make you easy to knock down. But balance can only be calculated when you factor in everything the person is wearing, so distribution is sort of irrelevant. It might be worth keeping just to indicate the degree to which armour is helping or hindering balance.
Other need to be changed or at least seperated. Some of the listed factors are entirely user dependant and vice versa.
(remember, stats and mechanics that will kind of average out to nothing or be lost on the player in large-scale combat will add little or nothing and just require more computing power)
Arguable, but remember what I said about complexity? The difference between good and bad complexity is how much of it is relevant at any one time. The dice rolling in the background should be invisible when there are more important things to be considered. Just think of it like chess. When you move a pawn one space forward, you didn't have to look up in a book the abilities of the pawn. You already know its capabilities and how it will interact with other pieces.
When you send your troops into battle wearing plate armour you already know how it will affect thier performance. If you look at the unit statistics you will find very few numbers. Armour will be summed up by its class, in this case heavy. When you look to the other side of the board the most information you will get about your enemies armour is its class. Until the fight is over and you take a set of enemy armour home to do constructive testing, you would have no idea of its true capabilities. But just by looking at the armour something wears and how he moves inside it you can get a general idea of how it performs.
When two units meet and start fighting then the dice start rolling. They compare the properties of weapons against armour to determine who lives or dies. But unless you are on the front line fighting with a sword these numbers will be invisible. All you need to know as a general is that you just deployed maces against heavy armour and your guys are winning.
Oh, and imo there should not be durability (equipment should not break). Breaking equipment is one of the most annoying features in RPGs. The only reason they're even there is as money sinks. In a massive-scale 4X game, it would be completely out of place. It might be realistic but it would just require micromanagement for the sake of micromanagement, and no real reward but frustration.
The way I envisioned it, equipment would have a durability rating and can be destroyed or damaged in the course of combat. In other words, it can break but will never degrade. As long as your units are well supplied this equipment would automatically be repaired and replaced. Makes sense right? The more expensive the equipment the higher the upkeep cost. If upkeep gets cut off then your soldiers would have to go into combat missing pieces of equipment.
Using a unit of spearmen as an example. Over the course of the battle 5 spears get broke, when the battle is over 3 of them get fixed and two are removed from the supply cache. The invisible supply camp that follows this unit everywhere but is never seen carries a store of replacement equipment. When stuff breaks the replacement items come from this pool which is automatically refilled at upkeep cost. So the loss of supply is not a sharp cutoff, there will be a buffer. The size of the buffer can be chosen by the player, the more spares you take with you the slower you travel.
If for whatever reason the unit gets cut off from home supply for too long then it could happen that your spearmen get sent into combat without enough spears to outfit them all. If that were to happen you have a choice of sending those men into combat with backup weapons or having them sit out to maintain unit cohesion.
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Now even I will admit that could end up needlessly complicated. But if you don't want to deal with supply issues, you could make equipment breakable in combat and replace it for free after every fight. This would still allow for a lot of fun stuff. Send soldiers armed with battle axes against soldiers defending with wooden tower shields and you would get to see shields breaking and splintering.