I had gotten a crazy idea after playing Fallout: New Vegas extensively on hardcore mode; Since I'm going to re-balance weapons and armor, why not do so realistically but in a way where all troops respond to taking damage. If you've played Fallout 3 and noticed that when you become crippled in the legs you become slower, or when your head becomes crippled your vision and aim gets worse?
Well what if I developed a system where all players could become crippled in battle somehow and slightly effect there battle performance for just the battle phase?
I also have been thinking about weapon damage extensively, I want things to be simulated realistically but in a way where every hit isn't just an instant K.O./kill. Giving more emphasis on what part of the body you were hit instead of weapon damage should matter greatly. I believe that blunt damage should be something that is more instant in effect and that cutting damage should take down a persons health over time.
Think about it, the purpose of cutting your enemies is to either chop them in pieces or make them bleed. For blunt weapons there purpose is to crush and dent the insides of your enemies. That is why blunt weapons should do more damage to armored foes. As for piercing damage hmm... well, the purpose is to impale your targets but to do so quickly so you can withdraw your weapon. Maybe piercing damage is a little of both:
Example:
Instant = Damage received is Instant
Bleed-out = Damage is received overtime
For these ideas it is in likeness of fancy damage systems without the "fancy", but it can use the hit detection from it. Also I'm thinking about giving each limb, (except the Head) Left & Right Arms, Legs, and Torso, 1/5 each of the player's total (or current) HP while giving the torso x2 of that 1/5 since it is the biggest part of the body. The health of each limb would be individual and not effect if the player/npc dies or not, but will instead inflict penalties to movement speed, weapon proficiency, and skills.
Update:
I decided not to add a voting Poll as this feature is more experimental and if implemented will be something that people can switch on and off.
Update 2:
I re-adjusted the Instant and bleed-out damages for each type of damage there is.
Well what if I developed a system where all players could become crippled in battle somehow and slightly effect there battle performance for just the battle phase?
I also have been thinking about weapon damage extensively, I want things to be simulated realistically but in a way where every hit isn't just an instant K.O./kill. Giving more emphasis on what part of the body you were hit instead of weapon damage should matter greatly. I believe that blunt damage should be something that is more instant in effect and that cutting damage should take down a persons health over time.
Think about it, the purpose of cutting your enemies is to either chop them in pieces or make them bleed. For blunt weapons there purpose is to crush and dent the insides of your enemies. That is why blunt weapons should do more damage to armored foes. As for piercing damage hmm... well, the purpose is to impale your targets but to do so quickly so you can withdraw your weapon. Maybe piercing damage is a little of both:
Instant+1.0/Bleed-out+0.0||Instant+0.75/Bleed-out+0.25||Instant+0.5/Bleed-out+0.5
Blunt Dmg.||Piercing Dmg.||Cut Dmg.
Blunt Dmg.||Piercing Dmg.||Cut Dmg.
Example:
Instant = Damage received is Instant
Bleed-out = Damage is received overtime
For these ideas it is in likeness of fancy damage systems without the "fancy", but it can use the hit detection from it. Also I'm thinking about giving each limb, (except the Head) Left & Right Arms, Legs, and Torso, 1/5 each of the player's total (or current) HP while giving the torso x2 of that 1/5 since it is the biggest part of the body. The health of each limb would be individual and not effect if the player/npc dies or not, but will instead inflict penalties to movement speed, weapon proficiency, and skills.
Update:
I decided not to add a voting Poll as this feature is more experimental and if implemented will be something that people can switch on and off.
Update 2:
I re-adjusted the Instant and bleed-out damages for each type of damage there is.