[quote=“Valpo, post:1794, topic:5570”]You got a point.
Armor (normal clothing in general) is still to strong compared to the dmg output of the enemies and the available hp pool.[/quote]
There is no piercing damage in the game (yet?). So piercing, is cutting. This is where it’s off. Clothing, does tend to restrict cutting as things get caught up and cannot easily cut through leather/metal and other strong points.
Arrows/bullets etc, are designed to puncture through in a small area.
If your wearing a leather jacket would you rather have me slash you with a survival knife, shoot you with an arrow, or hit you with a baseball bat in the torso (you don’t get to dodge/block).
Of all of them the arrow will most likely get to the skin and do the most damage, The others the leather jacket will absorb some/most of the overall dmg and the actual tissue dmg would be smaller. The cut would bleed some (this acually causing more pain/damage over a longer time), the bash would bruise and hurt muscles/bone and cause more longer term pain depending on area. The arrow would cause immediate hurt in that spot.
something else.
I found it odd that First Aid Kits were consumed and not a object in which to reload.
Most of the time, I see it as a basic sterile supplies like guaze, pain killers etc.
Sure it has multiple things to create it, but something to re-supply it. Even if it’s like disinfectant
Why, the firearms repair kit takes batteries. Really? I guess they assume your milling and re-boring it or something. I guess they wanted something consumable and picked batteries. Really you would be using precision machining tools, which I guess take power so they said “batteries”
So since that is the idea, pick something for the First Aid Kit. Don’t make it consume on use. Typically you have the tools in it, and you re-fill those when needed.