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"Damage Effects"?
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Author:  KylinRage [ Wed Feb 13, 2008 11:52 pm ]
Post subject:  "Damage Effects"?

I was thinking about this. If you get shot in the arm you don't immediately shut down and die, even if you are injured moderately, right? So I was thinking if there could be a feature that rewards you for being a sharpshooter.

The principle of "where you shoot will affect the damage" has been applied, but I think there should be a "where you shoot determines whether that guy dies or not."

Note that these features should be optional.

Most Bullet Weapons
I'm not saying that failing to shoot someone in the head or chest "revives" the enemy, but if you shoot someone in the arms or legs, they don't die, but fall down to the ground and bleed their health away slowly.

Alternatively, it could be possible so that if you shoot someone in the legs when they are below a certain health amount, they fall on the ground and slowly bleed to death. They can still shoot, but they're stuck on the ground. Shooting someone in the arm under the same conditions will disarm the respective hand. They'll bleed slowly, but they can still run, more like stumble around. Hitting the shoulders will produce the same effect as shooting the arms, but with a more lethal effect, and the victim falls down or flies back, depending on the gun.

Note that this set only applies to pistols, rifles, and such.

Explosives
Most explosives kill when the person is directly hit or is very close to the explosion. What if the person was at a further distance? I think a blow back factor should be added. When the person is at a distance so that they don't die instantly, I think they should be thrown back by the explosion like a rag doll. If the person is at a medium-close range, they should be gravely injured, blown back, and bleed to death. The internal organs are probably so shook up that they can't move, but maybe shoot. The bleeding should be faster than that of the bullet weapons, since explosives are obviously more lethal.

Large Weapons (i.e. Machine guns)
Large Weapons basically share the Bullet Weapons rule, but there is a difference due to the difference in power. Because they are a lot more powerful, large weapons will devastate, but shooting at the arms and legs are still only disabling the opponent. Shoulders now count as killable, since most likely the gun will shred the chest too. The only difference is that it's more likely you'll kill the enemy first.

Shotguns will basically blow back the enemy or sweep them of their feet, and railguns will just burn a hole through them. No limb thing-a-ma bob.

Additional
If this hasn't been applied, I think locational gibs should be added. For example, if you hit the chest with a rocket, the upper body will blow apart, so you'll be only a pair of legs, vice versa. If you're killed when close, the parts closest should blow up. It also could be cool if your corpse can fly around as an arm or a leg, too. Just so it's not just torsos you see hanging around.

Being immobilized is reversible. There should be players randomly chosen that spawn with an additional medpack that can be used to cure three or four immobilized people. They can exclusively access little caches to pick up an additional medpack or two. The players change after a round.


I think that this would only be plausible in a Onslaught, Assault, CTF, BR, and Ballistic Conflict. It won't make sense in deathmatch at all.

Author:  Kaboodles [ Thu Feb 14, 2008 12:08 am ]
Post subject:  "Damage Effects"?

I don't suppose you've tried Ragdoll Madness have you? There are options where you can have damage knock people down and lay around as a ragdoll for a while. However, it doesn't work online, as the ragdoll physics are calculated client-side. The author was working on it, but there have been no updates so far, and I'm really not counting on it happening.

One thing I'd like to see changed is how easy it is to gib someone. A direct hit with a 40mm grenade would certainly kill you, but I doubt it'll completely reduce you to kibble. Similarly, I doubt anything short of a .50 cal or point blank shotgun blast would make someone's head or arm explode. I'd really love to see an option in Bloody Hell to increase the amount of damage it takes to gib someone.

Author:  KylinRage [ Thu Feb 14, 2008 12:25 am ]
Post subject:  "Damage Effects"?

I've tried Ragdoll Madness, the difference is, I want actual damage, and perhaps being able to shoot when you're on the ground. Of course, I want the bleeding to death feature, since in Ragdoll madness you lay there only.

By the way, you can't tell if the person is dead or not, so you can easily think they're dead, and someone can come and take the kill if they notice. And note I said that you can only kill by hitting the chest or head. Hitting them in other locations will only disable the person.

Author:  Sgt. Kelly [ Thu Feb 14, 2008 12:33 am ]
Post subject:  "Damage Effects"?

I'd like to see the blowback function at least. It's odd how nearby explosions only shake the screen.

That feature could be vastly improved in the future. I could imagine locational deafness, disrupted vision, and other disorientation effects.


Using the Bloodloss mod with Ragdoll madness can get the feature you're aiming at, Kylin.

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