PL_Harpoon wrote:
But to make something as sophisticated in a game would be very hard and would probably require a separate, huge discussion. But putting away difficulties, the result itself would make a very original, realistic and (IMO) great experience. Also, this would greatly randomize the gameplay.
It doesn't take much sophistocation to offer a realistic damage model in games, just a set of assumptions that will be modled; and incorporating body armor offers one very easy means to simpilfy those assumptions and keep them reasonable.
As CQB is a game and not a simulator no one is going to want '
randomness' or any of the complex elements conferred by it on exit ballistics; hence, again, the desierability of body armor.
A very simple but highly realistic damage model will simply calculate that it will take "x" number of rounds at MOA "m" on target armor value (II, III, IIIa, IV) to '
drill through', rounds outside the MOA are essentially misses. Damage to conventional soft targets: face, neck and arm funnel shots, and PG shots can confer rather conventional damage.
This has already been done to some extent in a Canadian S4 mod used by the Canadian Police and JTF2 though they didn't have the level of code capability on an Unreal Engine game available on WET....
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