Leather Jacket -> Leather armor - No penalties, weak protections.
Combat Armor -> Desert CA - Good average protection, minor penalties.
Metal armor -> Tesla armor - Both bulky, so high protection but high penalty.
PA -> APA strong and rare ofc.
Leather Jacket -> Leather armor - No penalties, weak protections.
Combat Armor -> Desert CA - Good average protection, minor penalties.
Metal armor -> Tesla armor - Both bulky, so high protection but high penalty.
PA -> APA strong and rare ofc.
Well, you certainly have to define what penalty is. Taking away AP can be tricky since Metal armor is already underperforming by all means and making it's stats better than Combat armor would be weird even with AP penalty. Thats why I suggest certain DR/DT penalties (and benefits) rather than simple debuffs.
PA is exceptional, but having a weak spot like rare EMP damage should be in order.
for armors that give high protection, lower your AP or other means to encumber.
I posted armor types in order of having lowest protection with lowest encumbrance on top.At this moment practically all armors already have their downsides.
I do not see the reason to hold onto historic values and designs. Instead of +- value here or there, just redesign a proper way."Redesign" includes changing the stats values, and I wasn't talking about historical accuracy. You don't always need to fully rework a thing that doesnt work, just give it fitting stats and you're good to go.