I've mentioned this several times without detailing exactly what this means and I called it 'double softcapped'. Currently Everything in the game already has a triple softcap. Those productions which are not triple softcapped will have the final products triple softcapped.
All examples are arbitrary and do not reflect a balanced system. While math is certainly one of my strong points the amount involved to show a balanced system is extensive. I can and would develop a balanced set of #'s given a show of approval from the devs on this concept even though at that I wouldn't expect it to be implemented as stated. There are flaws here, most notably the lack of KISS and the margin of character development which is entirely a side issue.
For those not up to speed on what I mean by 'softcaps' Here are the current three caps:
1. Increasing cost of character development
2. Diminshing returns in quality
3. Natural resources. This is a Quasi-hardcap, techincally it is a softcap but it functions as a hardcap depending entirely upon available resources which are technically a variable.
I wrote and delete about 10 paragraphs worth of Logorrhoea. The real point of it was that combat stats and skills need to give diminishing returns like the production tree and also be tied to the quasi-hardcap of natural resources. IOW STR & other combat related stats & skills (incl. PER, INT, AGI, etc.) should follow the Ql scale of development where 360 str = 60 damage and 90 str = 30. Rather than simple saying a weapon type does a certain fraction (or all) of str in damage because that does not provide diminshing returns on investments.
What is failing about the current combat system in development is that it is in fact absolutely no different than the current combat system. It says that all all else equal the character with higher stats will win. It does not create diversity of development. Granted that diversity of character development presupposes a a decreased gradation of effort to reward before reaching futility of investment based on chosen classes/credos/wtfever you want to call them. I knwo the devs may be fairly attatched to their current development in combat, and I may be wrong here, but I have seen no enthusiastic reaction to it. My analysis of the core concept of this system is that J&L are seemly trying turn 1v1 combat into chess and think that zerg should be a fair tactic toward overcoming a lack of character development. IN theory it sounds nice, in practice it's the same shit that already exists. The intense politics of H&H are in fact not based around combat and will persist regardless how well or how poorly you create the 'new' system.
This is where the genius of this system fails. Dev's have shot down any mention of decreased margin of character development that I've mentioned. Despite how absolutely awesome H&H is in every other aspect, I can assure you that PvP will suck big donkey dick while stat v. stat without diversity on a huge scale of character development exists. Not even mentioning warfare. This will remain true even if you implement a dimishing returns as suggested here.