My 2 cents coming from someone spending tons of times preparing a mod and devising ways to diversify the current armor/weapon pool: Combat Extended adds a lot of concepts that official Rimworld needs to have.
- Armor damage reduction needs to stay. I like the concept of deflecting attacks, as well, but its the solution is simply to assign armor DR to "soft" armor, like clothing, and deflection to "hard" armor, like vests and power armor. This way, lets say, a 10%/30% armor has a 30% chance of deflecting, and those that go through only do 90% damage.
-Armor penetration. Bullets go through things easier than a dagger, but bulletproof vests stop the first, not the latter. Make a stat called "armor penetration" and make it appliable to weapons. It should deny DR or Deflection, or both.
- If none of above are possible, then combat will not change much. Bleed rates were never quick enough to incapacitate melee pawns in the first place.
- Armor damage reduction needs to stay. I like the concept of deflecting attacks, as well, but its the solution is simply to assign armor DR to "soft" armor, like clothing, and deflection to "hard" armor, like vests and power armor. This way, lets say, a 10%/30% armor has a 30% chance of deflecting, and those that go through only do 90% damage.
-Armor penetration. Bullets go through things easier than a dagger, but bulletproof vests stop the first, not the latter. Make a stat called "armor penetration" and make it appliable to weapons. It should deny DR or Deflection, or both.
- If none of above are possible, then combat will not change much. Bleed rates were never quick enough to incapacitate melee pawns in the first place.