I think giving resistances depending on armor types is a good idea.
Another would be to allow any mod use for resistances improvement, as another way of improving armors. e.g. bulk could add 100% durability
or 25% "low" resists (melee/shrap/bullets). P could give +2 armor
or 25%.. maybe acid ? T and A would improve plasma/fire.
What I don't like in this idea is that it makes mod use "more complicated", but what seems good is that I would use something else than always A and P. Carrying multiple armors would become quite interesting.
I vote Nay to this - I think gameplay systems should be more simplified than they are now
Same opinion here.
I love roguelikes for their difficulty, but I *hate* hidden knowledge. Some call information spoilers, but this just appears to be the game
rules to me.
Anyway, even after reading wikis or whatever, you'll still need to experiment, since there is a huge gap between theory and practice. But not having enough in-game informations (like monsters resistances, or some precise items effects, e.g. forshockwave pack) is really frustrating, especially when discovering the game.
It's the same problem with unintuitive cornershooting... if I didn't watch a video of gameHunter, I would'nt have figured that monster's line of sight are intentionally bad, and would have stopped playing, because "HMP is too hard"...
As long as roguelikes are so complicated, they will remain a niche for geeks... It's too bad millions of people play WoW but only a few know doomRL :(