Maps like Nexus wars really need this, to lessen unit use and more on tactical use of units.
But having a armor change will really skew things around compared to the normal armor system...
Zerglings comes in a pair of 2 and does 5 damage each at a rapid pace... If armor was in % wise, it may or may not be so effective against a marine in some ways:
Marine (5 armor) <<< Zergling (5 damage)
Each hit deals 1 damage.
Marine (5% armor) <<< Zergling (5 damage)
Each hit deals 4.75 damage. Which doesn't really work with such a small damage.
So in that case, why not implement both?
Non-percentage armor is for "Defense"
Percentage armor is for "Protection"
The MMORPG mabinogi uses this, allowing players to choose whether to go for defense or protection.
Maps like Nexus wars really need this, to lessen unit use and more on tactical use of units. But having a armor change will really skew things around compared to the normal armor system...
Zerglings comes in a pair of 2 and does 5 damage each at a rapid pace... If armor was in % wise, it may or may not be so effective against a marine in some ways:
Marine (5 armor) <<< Zergling (5 damage)
Each hit deals 1 damage.
Marine (5% armor) <<< Zergling (5 damage)
Each hit deals 4.75 damage. Which doesn't really work with such a small damage.
So in that case, why not implement both?
Non-percentage armor is for "Defense"
Percentage armor is for "Protection"
The MMORPG mabinogi uses this, allowing players to choose whether to go for defense or protection.
In SC2's case, if you combine them:
Marine (1 defence / 20% protection) <<< Zergling (5 damage)
You calculate the protection first, then calculate the defence point.
5 - (20%) = 4 points of damage
4 - 1 = 3 points of damage