I considered it, but while it’d make a fair amount of sense it does convolute the system a bit further (especially since it’d mostly be in PvP or Bandit NPC combat where it’d be the most relevant).
Making one physical armor type for any material would work by:
- Slash dealing great unarmored damage, but suffering from the entirety of the physical armor multiplier
- Puncture dealing decent unarmored damage, but suffering from most of the physical armor multiplier
- Impact dealing moderate unarmored damage, and basically dealing the same damage regardless of any armor
With various other things factoring into how useful each weapon actually is, such as attack speed / range / stamina usage / alternative attacks.
The intention for blast damage is really just for the knockback/knockdown effect, but personally I envisioned it as being combined pretty often with slash damage (the shrapnel) which would cause bleeding potentially, and possibly thermal damage (the heat) which could cause burns.
I tried to pull back from mentioning specific medicine since the section was more about armor types. One of the medicine suggestion posts probably mentions burn kits, but you could probably just wait for the status to expire too.
The curated content “Acid Gun” from Belgium was what came to mind, and I considered suggesting it but didn’t.
I imagine that any entity could take acidic damage though, including other non-acidic zombies, so it’d actually be relatively useful (with the exception of easy friendly-fire and self-damage).
I support makeshift variants of most items just because it helps with some of that progression, even if there’s a big leap between the makeshift and conventional versions.
For clothing specifically, it helps with adding more content that’s actually using some of the more niche armor types. For some armor, it might make more sense for them to be multipliers rather than “does have immunity” or “does not have immunity”.