by riidom » 25 Jun 2013, 15:52
(there have been a few posts in meantime, I am mainly referrring to my own one above here)
Ok, trying to add formulas (any constants are ofc heavily subject to tweaking and ingame-testing, so consider these as not much more than random guesses for now).
Assuming a default Max HP of 100, and everything that is called damage, has been tested against armors etc. already.
Leg-hit:
-reduce walking speed by half of the damage (a 30pt hit leaves you with 70HP and 85% walking speed)
-reduce running speed by full damage (example above, 70% running speed)
-reduce jumping/climbing capability as well (either gradually reduce values like jump-height, as in examples above, or find a threshold where you completely disable it, for example: running speed < 50%: cant jump anymore)
Body-hit:
- reduce max HP by 25% of the damage, a 30pt hit leaves you with 70HP and 92 max HP
- calculate imaginary arm- and leg-hits with 25% of the damage each and apply the secondary effects of this as well (reduced speeds, weapon usage capability etc)
Arm-hit:
- have a "use with up to X arm damage"-value, that is somehow proportional to weight/size for each weapon, and compare with the sum of all arm wounds. It wont be usable, when damage is higher. An exception could be when you fire it laying, but standing up should lead to an auto-drop of the weapon then.
Head-hit:
- here you could introduce some fancy visual disturbations, and have the character be hard to control, for example, merge the player input with some random values, for turning and moving. Multiply the heaviness of the effect with the damage, and let it happen for (damage/2) seconds.
I am assuming here that the player model wears a helmet and thus damage gets reduced to small amounts. For a direct, unprotected hit, there are not much alternatives to "game over".
Since this is kind of complicated, it needs to be properly communicated. Having a humanshaped-icon, with the different areas filled with a colour (green-yellow-red), is a good start, additionally there could appear icons that indicate limited jumping capability (I would rather not show numbers here, try everything with colour-coding, and icons for walking, running, jumping etc.)
For weapons there will be probably icons anyway, you could overlay these with a blood-drop icon or similar, to show that this weapon is not usable due to vulneration.
Healing:
You need to keep track of each wound, the amount of damage and the area. A medic would see these list of wounds then (while aiming at certain body areas e.g.) and decides which to heal. Here you should provide full info, with numbers and each side/secondary effect listed. This way, playing a medic a few times will help every newbie to understand the damage system.
Bleeding:
The effect should be moderate, maybe 1HP/10 secs per wound, since this can sum up quickly. And it should be able to fix this even without proper equipment, but might take longer time then (as in, improvise it with a piece of fabric etc.) Else it can be plain frustrating, if you are without team and equipment and see the clock ticking.
Regeneration:
While it is true, that a "real" regeneration takes much time, there is something like "borrowed regeneration", what you can apply, since the timeframe of such a match (or mission) is rather short. Here you just steal additional energy from internal reservoirs. That is a bit abstract and vaguely now, I cant describe that better, I just hope you know what I mean. In terms of game, this could mean, that you regenerate (if no bleeds active) by a slow amount, while not moving. Maybe the same speed as a one-wound bleed is fine here, just inverse direction of course.