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Battle Damage Location Penalties
An unseen thing
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Many games have various different hit-damage for various body parts.

What they don't have is location penalties. Such as: You get hit in the arm, your aiming ability drastically decreases. You get hit in a foot, and you hop around. You get hit in the leg, and you limp. You get hit in the chest, you move a lot slower. And if you get hit in the head and survive because of a helmet, you should be dazed for a little while.

The only thing that I have seen that comes even close to this is Bushido Blade, which is if you hit your opponents legs with a certain attack, they are hamstrung. I want to expand greatly upon that.


DesertFox, Mar 11 2006

Vanguard: Saga of Heroes http://videogames.y...s&page=1&eid=438284
"...there are rules for wound locations. Head wounds can slow mana regeneration, leg wounds will reduce movement speed, a serious chest wound can cause hit point drain, right arm damage can be an offensive debuff, and left arm damage can be a defense debuff..." - I think that's pretty much what you're after, right? [DrCurry, Mar 11 2006]

Phantasie http://en.wikipedia.org/wiki/Phantasie
"...specific wound locations, with characters now able to have their head, torso, or a limb specifically injured, broken, or removed..." - but not clear if that has any specific effect. [DrCurry, Mar 11 2006]

[link]






       Medal of Honor slows you down for a bit if a grenade goes off near you.

longshot9999, Mar 11 2006
  

       There was a 'Mod' for quake 2 called "Action Quake 2" that did this. If you got shot in the legs/fell too far, you would wobble, bob, and limp. It slowed you down and threw off your aim.   

       Also whenever you took damage, you had to put away your weapon and spend ~10 seconds bandaging or bleed to death.   

       This mod was full of such innovations, such as a flying kick that would knock your opponents gun from their hands/knock them off a building/both.   

       Man, that was a great piece of software.

GutPunchLullabies, Mar 11 2006
  

       I remember trying a game with a damage system like that back in the days of pen and paper and dice. It was way too complicated, and just got in the way, for no improvement in enjoyment.   

       Obviously computers make that much more practical. But can't we use the real world "wound," and cut the D&D speak "damage"?   

       Anyway, see links. It seems your idea is somewhat Baked, at least in some games.

DrCurry, Mar 11 2006
  

       All the Chaosium games had this feature.

Galbinus_Caeli, Mar 12 2006
  

       I'm gonna stay neutral on this, even though I like the concept, because not everybody reacts the same way to a wounded arm. Some soldiers drop their weapons and can't fight anymore, while others grit their teeth and use the pain to motivate themselves to fight with greater ferocity.   

       I've read countless accounts of medal-or-honor winners who recieved wounds that would've taken most men out of the fight and still kept going without even pausing to blink, partly because of great valor, but also because, in an adrenaline rush you don't always feel a bullet strike you.   

       If you're going for increased realism, it's a much more daunting task than many people believe. If a bullet strikes your humerous, you're not doing much of anything with that arm. But if it just passes through the bicep without striking bone, you retain the ability to fight, if you can only concentrate hard enough.   

       Perhaps if there is a focus gauge, so when you do get hit in the arm, you have to repeatedly mash a button while still fighting to keep from passing out or losing control of whatever was hit until you heal, it would add to the realism.

21 Quest, Mar 12 2006
  

       Scenario: I've taken 90% damage and I'm dragging my ineffective limbs as they bleed profusely. My vision is blurred, there are nasty ringing sounds in my ears, and I can barely pull the trigger of my weapon, much less aim it at someone.   

       It would be realistic, but I'd probably want to commit suicide (in-game) so that I could just respawn in however many seconds, rather than have to wait it out under such conditions.   

       This would allow some really annoying kills by the guys who looked dead, but were really just mostly incapacitated. Then you'd want to shoot at bodies on the ground just to make sure, and that's gotta be against some kind of international law.

Ketchupybread, Mar 29 2007
  

       AD&D nightmares ripple through my memory upon reading this. Such a system would take a lot of the fun out of many games, Didn't some of the mechwarrior games have some of this in them with leg damage reducing travel rate and damage to control systems causing things like drift in aiming and stuff.

jhomrighaus, Mar 29 2007
  

       I'm pretty sure operation flashpoint used this - if you were shot in the legs you'd scream and go down, able to crawl about and shoot <badly>, but not be able to get up unless you were fixed by a medic. As to the arms, well sometimes when you'd been shot your aim'd go to shit, wobble etc - IIRC this was from hits to the arm, but not sure. Also if you'd been running or crawling your breathing rate went up affecting your shot. this affect was increased when you were injured.   

       I used to have fun sniping peoples legs.

Custardguts, Mar 30 2007
  

       Yep, Operation Flashpoint. You beat me to it.

DrBob, Mar 30 2007
  
      
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