I thought the armor system for F3 was a bit simplistic (a single DR for all damage types) especially compared to the F and F2 armor system (an over all AC, and a DR and DT for 6 damage type).
So I have been thinking of something that would be somewhere in between, and that still makes kind of sense.
First off I think 3 damage types would be enough to cover all the bases.
Impact: projectiles and melee weapons fall in this category. So would shrapnel and fall damage.
Concussion: Like impact but from explosions, things react differently to a shock wave then physical impact.
Heat: flamethrowers goes here, but so would lasers (light energy turned in to heat at the point of impact) as well as plasma (matter super heated to where the nuclears brake apart).
For each damage type there would be 2 numbers. Damage Threshold, and Damage Resistance.
Any damage at or below DT would be ignored. Any damage above DT would be subjected to the DR.
Formula: Damage Done = (Incoming Damage - Damage Threshold) / Damage Resistance
This would make armor choice a bit more interesting. Say leather armor would be great against a flame thrower, but could kind of svck against a assault rifle or grenade. And metal armor would handle grenades and assault rifle well, but be next to useless against a flame thrower or high powered rifle.
