TL;DR version:
0. Bleed is not IRL bleed. It's magic
1. Problem you stated is not existent, because:
a. Tanks are only tanks because players do not use intended game mechanics.
b. Bleed is untested and not used because players do not use intended game mechanics (it could be actually very good).
2. Making bleed effect the property of all normal damage type is not the best approach IMO. Solution:
a) Dedicated weapon tree
b) New weapon skill (or not used skill e.g. ODM)
c) New mechanics which will be awailable outside of SGs
3. From player side of view I believe that balancing the current system is more important:
e.g. Damage / defence system at armors is developed much better than at other servers, still it's far from perfect. Damage types can be even more differentiated.
I don't see anything bad in having same amount of weapons (or even less), but balanced.
4. Have nothing against damaging max HP / faster bandage for now (but it's not really needed. Battles even with >8 players rarely last longer than 3 minutes if they're actually fighting and not staying in line and waiting)
First, I'd like to say that in-game "bleed" is not the same as in-real life bleed, because armor doesn't defend from it even if it defends from bullet damage. So let's look at it without "reality" but as in-game effect X.
Current tank character state:Cirn0, I'm afraid you have this opinion relying on current playerbase. It's irrelevant.
Currently tanks can survive sustained fire only for reason of unorganized / inexperienced players / low player base.
In case of concentrated fire (2+ people) with correct build and equipment you'll die in 2-3 animation times (or 100 AP) regardless of SS. (I play one-bullet-one-kill shooters as Insurgency often on top of the board so I have no problems with reaction to apply FA). It's hard to kill only if target is close to cover and can heal itself but you can't follow or... you're playing the game wrong (implying team organization / character build / equipment).
There're no invulnerable characters although it's true that some of them are harder to kill, they still can be put out of the combat depending on which leadership bonuses they are using (crippling) and independently: by knockdown, knockouts, autoknockdown, winding, high penetration weapons, even high poison.
I'm saying this as the user and creator of the "tank" characters which are in action for months. And I didn't meet other tank characters in other factions out of this rule.
If you have any example which can disprove it, I'd gladly discuss it.
Bleed effect on the gameplay in theory:Mitigating clear damage to bleed damage can give you more abilities to heal / get into the cover and heal. It also will take you to use 1 additional item / skill (+100 AP), which will be safe only if you have that cover / friendlies who are covering your position. Bleed will make you to use AP for healing
more often and 2x times more. Combat will become slower if you have a cover and faster if not, more close combat (/flamers /fire) to finish such situation could be required.
UPDATE:
Personally I don't know any instance of playing for high bleed damage. Probably old experienced players are too conservative and new players are not creative enough for it. I heard that you wanted to exclude "bleed chance" and rebalance it by the actual bleed value: it may work as well because you'll need 1 less LDR bonus to use bleed with max potential (now you need 2 LDR bonus leaving you with only 1 defencive which is very aggressive approach).
In general by your decision you're going to introduce
damage-over-time ignoring-armor effect.. which makes ability to heal more important than high armor values.
The question here is "Do you want to have this effect to be game-determining?" Or probably it's better to introduce dedicated type of weapon which be specialized in such effect instead of applying so-called-bleed to current weapon base?
I would be actually great to test out the current usefulness of the bleed damage. But I need 4 clients: 2 FTL and 2 followers in minimum to do that and I don't have them. I know that DSR bleed is around decent (makes me worry) and spear bleed is nasty (makes me cry), ripper damage is awful (makes me die) (I'm stating it by overall feeling, result of concrete output of such weapons).
> This way, a failed assault no longer feels like you did absolutely nothing to the opponent but rather you've drained them of bandage, which buys time, as well as some hard hit-points.
This one could happen currently only during the intensive unusually long fight, we had such one and only 1 in my memory when we did enough damage to proper enemy tank characters so they couldn't heal efficiently anymore (I think Siman posted it, it was v-tec-family Gun Runners fight).
Now again back to tank problem:
What do I call by tank character is basically any character which is going to take damage: so it's everyone except: max range snipers (DSR) and sneakers.
There are no other characters which should not care about armor, so they all are tanks and MUST be ready to stack defence modifiers and health by any mean SPECIAL(strength, endurance, charisma, intelligence (to have high FA / DOC), luck), SKILLS(FA/DOC), perks(Life Giver, Nerves of Steel, Critical Agility, Adrenaline Rush, Toughness, Armor efficiency, Medicine Doctor, Faith Healer (8 tank perks)).
Now honestly I've never seen a full tank character like this and can't tell about it's performance, but it's obvious that tank efficiency is not linear and because of being alive doesn't mean being useful there's no particular sense to do it until you have some masochistic pleasure from taking damage.
Spoiler for Hiden:
Currently we have 6 main damage types, and 2 armor types for tank characters: SCAmk3, FLA. I don't consider MAmk2 as close to SCAmk3 and Tesla as weak against normal. I'll put in brackets armor defence to each type correspondingly. I'm not going to consider Adrenaline Rush (average lower than +5 / 2%), also don't forget alternative to use psycho +10/0%.
Normal (18/50%, +0/15% if voodoo) - all bursting weapons (MGs), most of the snipers (Except non-existent bleed snipers / partially BG snipers), shotguns, AR, most of cripplers (which have very important role even if do no damage at all), all melee.
Tanks are effective against it (countered by BG snipers, cripplers, melee). Some weapons are very dangerous: 14mm pistol, SAW, PKS.
Tank in FLA (12/50%) is vulnerable for combat MGs (SAW, PKS, Avenger, MG42, something else).
Laser (5/45%) - Gatling, Laser Rifle... mhh... that's basically it. Tank is laughing at LR.
Tank in FLA (6/45%) is vulnerable to LR.
Fire (12/55%) - scorcher, flamer, grenades. Tank is very vulnerable to all of this.
Tank in FLA.... unkillable.
Plasma (12/50%) - rad rifle, SMG. Tank is vulnerable to this.
Tank in FLA (7%/25%) is very vulnerable to rad SMG.
Electric - forget it.
Explode - grenades (has nasty effects / bleeding), RL, Milkor.
Tank is effective against it in any armor, except RL.
As the result, tank is not a tank ):
I've put TL;DR version in the beginning of the post