Playing lots of Shadowrun Chronicles as a trio, I’ve noticed there’s a strong emphasis on the three types of damage, and armour to mitigate that damage. Abilities do one of three damage types: physical (guns and swords), magic or tech (hacking).
It reminds me somewhat of Dungeons and Dragons Online. Certain opponents are weaker to specific damage types and stronger against others, in DDO your character required a variety of weapons to be effective against most or all monsters. In Shadowrun Chronicles characters can, at most, equip two damage types for a given mission since you can only equip two weapons. As with the above screenshot it is possible to have armour against all three types at once depending on the armour, skills and spells you have equipped or active.
So part of the strategy depth in the game comes from the balance of damage types you and your group mates can bring to bear. If you know from the briefing for the mission that your facing Aztechnology forces wielding a mix of magic and arms (physical) then you can select your weapons and henchmen accordingly. Even the utility items like grenades and one-use weapons conform to this trinity of damage type and can provide a little extra flexibility.
It’s a simple enough system to learn but effective system in providing an extra dimension beyond the core strategic combat gameplay. Position and cover on the mission map are paramount for determining your success or failure but damage types and armour are also important. It also means your character may have a selection of different armour items to choose between; each offering protection against one or two types but not all three. This can make the first play through of a mission a bit more exciting as you may be well-prepared or defenceless against your opponents attacks.
I like the fact that in this game choosing gear isn’t just about doing the most damage possible. There are some decisions to be taken in the skills you develop and also the weapons and items you equip.