The Pope
Sergeant Knight

I've seen quite a few good suggestions regarding the games damage system. I'll try to put together the ones I remember in this thread.
WOUNDS:
Hits would have a chance of having temporary (longest being until the end of the round) effects depending on the damage type and where they hit. Here's a list of the wounds and effects I could think of:
-Cutting-
Bleeding: A cutting damage hit that penetrates armor will add an open wound. Each open wound will add a cumulative fatigue degeneration, which is more serious for high damage hits. Enough open wounds and fatigue will get stuck below 0, resulting in death/unconsciousness.
Cleft Skull: If a cutting weapon does enough damage to the head in a single blow, death/unconsciousness is instant.
Disabled arm: high damage after armor will result in reduced ranged accuracy and melee damage.
Disabled leg: The character will be slowed down if they take enough damage after armor.
-Blunt-
*Blunt damage hits don't need to penetrate armor. However, they generally need to do a fair bit more damage to cause wounds.*
Broken Arm: High damage arm hits reduce ranged accuracy and melee damage for the rest of the battle.
Broken Leg: Leg hits slow a character down for the rest of the round if they do enough damage.
Broken Rib: A hit to the chest will introduce fatigue degen, much like bleeding.
Concussion: Headshots with blunt weapons will cause temporary slowdown and blurred vision. Unlike most effects, this only lasts a few seconds rather than the rest of the round.
Cracked Skull: High damage headshots are instant kill/KO.
-Piercing-
Vital Organ Damage: Torso shots which penetrate armor and do sufficient damage will introduce major fatigue degen, resulting in death/unconsciousness after a few seconds.
Punctured Skull: Death/Unconsciousness.
FATIGUE:
Replacing hit points (which become an unnecessary abstraction with the wounds system) with regenerating stamina would add to the tactical side of the battles. Both doing things and taking damage would reduce it, though it would only go below 25% or so with hits - no running yourself into unconsciousness. Speed, accuracy and damage would drop with fatigue, and if it went below 0 the character would be on the ground until it went back up to 0. It would regen faster at lower numbers, as a quick pause makes a big difference when exhausted but does little when rested.
WEAPONS:
I'd recommend a few changes to weapon stats. Damage would be replaced by penetration and impact, and knockdown would be a weapon trait (like shieldbreaker) rather than being tied to blunt weapons.
Penetration: If the hits has penetration is above the armors deflection stat, a penetrating hit is caused. Chance and severity of wounds is increased as the difference between Penetration and Deflection increases. This stat doesn't appear on blunt weapons.
Impact: If a hit does not penetrate, it does this much blunt damage instead. Blunt damage is reduced by an armors padding stat, and like cutting/piercing the chance and severity of wounds is increased as more damage gets through the padding.
ARMOR:
As with weapons, I'd like a few changes to how armor works. Here's the all new statline:
Deflection: The ability of armor to stop hits going through and hitting the flesh underneath.
Padding: Allows armor to soak up blunt damage.
Coverage: Which areas the armor protects. Body armor needs Torso, Shoulders and Thighs ticked for full coverage while helmets are split up into full and open face.
Encumbrance: How much the armor slows movement.
Weight: How much the armor reduces fatigue regen.
Traits: Armor can have special bonuses like weapons here. An example would include Mongol/Khergit silk shirts reducing the chance of wounds from piercing attacks.
edit: SPRINTING:
Not really a damage system thing, but if fatigue is added then I'd say there should be a sprint button. It would make you move faster but drain fatigue faster and leave you defenceless until you stop.
Anyone have any comments or suggestions?
Edit: Just doing an experiment on which title gets more views
. This one comes from the fact that I've got gold text in my example description window.
WOUNDS:
Hits would have a chance of having temporary (longest being until the end of the round) effects depending on the damage type and where they hit. Here's a list of the wounds and effects I could think of:
-Cutting-
Bleeding: A cutting damage hit that penetrates armor will add an open wound. Each open wound will add a cumulative fatigue degeneration, which is more serious for high damage hits. Enough open wounds and fatigue will get stuck below 0, resulting in death/unconsciousness.
Cleft Skull: If a cutting weapon does enough damage to the head in a single blow, death/unconsciousness is instant.
Disabled arm: high damage after armor will result in reduced ranged accuracy and melee damage.
Disabled leg: The character will be slowed down if they take enough damage after armor.
-Blunt-
*Blunt damage hits don't need to penetrate armor. However, they generally need to do a fair bit more damage to cause wounds.*
Broken Arm: High damage arm hits reduce ranged accuracy and melee damage for the rest of the battle.
Broken Leg: Leg hits slow a character down for the rest of the round if they do enough damage.
Broken Rib: A hit to the chest will introduce fatigue degen, much like bleeding.
Concussion: Headshots with blunt weapons will cause temporary slowdown and blurred vision. Unlike most effects, this only lasts a few seconds rather than the rest of the round.
Cracked Skull: High damage headshots are instant kill/KO.
-Piercing-
Vital Organ Damage: Torso shots which penetrate armor and do sufficient damage will introduce major fatigue degen, resulting in death/unconsciousness after a few seconds.
Punctured Skull: Death/Unconsciousness.
FATIGUE:
Replacing hit points (which become an unnecessary abstraction with the wounds system) with regenerating stamina would add to the tactical side of the battles. Both doing things and taking damage would reduce it, though it would only go below 25% or so with hits - no running yourself into unconsciousness. Speed, accuracy and damage would drop with fatigue, and if it went below 0 the character would be on the ground until it went back up to 0. It would regen faster at lower numbers, as a quick pause makes a big difference when exhausted but does little when rested.
WEAPONS:
I'd recommend a few changes to weapon stats. Damage would be replaced by penetration and impact, and knockdown would be a weapon trait (like shieldbreaker) rather than being tied to blunt weapons.
Penetration: If the hits has penetration is above the armors deflection stat, a penetrating hit is caused. Chance and severity of wounds is increased as the difference between Penetration and Deflection increases. This stat doesn't appear on blunt weapons.
Impact: If a hit does not penetrate, it does this much blunt damage instead. Blunt damage is reduced by an armors padding stat, and like cutting/piercing the chance and severity of wounds is increased as more damage gets through the padding.
ARMOR:
As with weapons, I'd like a few changes to how armor works. Here's the all new statline:
Deflection: The ability of armor to stop hits going through and hitting the flesh underneath.
Padding: Allows armor to soak up blunt damage.
Coverage: Which areas the armor protects. Body armor needs Torso, Shoulders and Thighs ticked for full coverage while helmets are split up into full and open face.
Encumbrance: How much the armor slows movement.
Weight: How much the armor reduces fatigue regen.
Traits: Armor can have special bonuses like weapons here. An example would include Mongol/Khergit silk shirts reducing the chance of wounds from piercing attacks.
edit: SPRINTING:
Not really a damage system thing, but if fatigue is added then I'd say there should be a sprint button. It would make you move faster but drain fatigue faster and leave you defenceless until you stop.
Anyone have any comments or suggestions?
Edit: Just doing an experiment on which title gets more views




