29) Idea for Personal Damage System (Because running and shooting without having to defend weakens the main attraction of the game – the simulation feeling)
*** In space life depends on armor!
29.1) The personal injury system must be a function of the type of damage that can be caused (proposed). Weapons can be modified to mix damage types.
Let's talk about the types of damage:
29.1.1) Laser weapons – Thermal damage – burns the affected area and, when it hits armor and the body, deals clean damage, without bleeding, with small holes. It does not cause inertial effect on the affected part.
29.1.2) Ion Weapons – The pulse overloads the shield, armor and suit's electrical systems, impairing their functions. Burns the area hit and when it hits armor and body it does clean damage, no bleeding, with small holes. It does not cause inertial effect on the affected part, but causes sparks that can interfere with the target's view.
29.1.3) Phasor Weapons - is high-powered microwaves cannon that emits radio frequencies in a conical beam. It is a middle ground between laser weapons (can burn and destroy tissue) and ions (can overload circuits), adding effects of dizziness, malaise, vertigo, tiredness... It can leave body parts with problems. Burns the area hit and when it hits armor has a chance to damage the body with bleeding from small holes. It does not cause inertial effect on the affected part, but causes sparks that can interfere with the target's view.
*** THE BLEEDING (drainage of life) WILL MARK THE PLACES WHERE THE CHARACTER WALKS OR LEADS, SERVING AS A REFERENCE FOR TRACKING. It must be accompanied by the appearance of stains on the suit/armor.
29.1.4) Plasma Weapons – Same mechanics as the game… with a lot of absolute damage. Kinetic projectile with highly heated material that burns the area hit and, when it hits armor and the body, deals damage, without bleeding, with large holes. It has an inertial effect on the part hit and disintegrates when it hits the target.
*** INERTIAL EFFECT DESCRIBED HEREIN IS THE DISPLACEMENT OF THE BODY / PART OF THE BODY AS A RESULT OF THE IMPACT OF THE PROJECTILE, WHICH WILL MAKE THE TARGET AFFECTED HAVING DIFFICULTY OR BEING UNABLE TO RETURN THE ATTACK (PARALSIZE OR CAUSE THE TWIST EFFECT). It must be accompanied by an animation with an effect proportional to the inertial force and the direction of the projectile.
29.1.5) Gauss Weapons - Kinetic damage, in "stun" mode - Purely kinetic projectile that pierces the affected area. When it hits armor and the body does severe damage, WITH bleeding and small entry and large exit holes. Has EXTREME inertial effect on the part hit and projectiles can disintegrate when hitting shields or recoil. In armor and attire, they either pierce or recoil. It can be modified to contain corrosive chemicals, poison, tranquilizers, explosives… The hole size created depends on the caliber of the bullet.
29.1.6) Explosive weapons – missile launchers (RPG style, Javelin…) – Projectile is influenced by gravity and wind -, explosive and magnetic pulse grenades, land/proximity mines, remote/proximity detonators… Can cause damage of all types mentioned , always depending on the distance between the artifact and the character that suffers the damage. The inertial effect varies depending on the type of damage dealt, the distance and affects the character's entire body. For example, kinetic grenades throw the character away, cause temporary dizziness and deafness, and projectiles can disintegrate, when hitting shields, and recoil or pierce when direct damage to armor and attire. There are grenades capable of causing temporary deafness, smoke bombs, blindness and disorientation, but there are also phaser grenades, capable of disabling shields and causing dizziness, deafness, disorientation, bleeding (health drain) effects without affecting armor... , which only disable electronic devices, androids, drones and mechanized parts… from corrosion, poisoning… Here you can create a world of effects…
29.2) Shield – self-defense system that has a full, integral defense score and does not transfer inertial kinetic impact to the character. In this case, it does not matter which part is affected, the amount deducted from the shield is always from the total.
29.2.1) Powerarmor – armor with generator and extremely robust shields and light armor. As the shields of its parts are independent, that is, the right arm has a shield system that works independently of the chest shield or the left arm, for example. Your shield's energy form transfers the effects of direct inertial impacts more leniently.
29.2.2) If a section of the Powerarmor shield drops below a certain level (30%, for example), damage that hits that part has a chance to pass through the shield system and hit the same part of the armor or suit.
29.2.2.1) Powerarmor can fly and does not use one- or two-handed weapons while in the air (this will make the player land to make attacks)
Let's see what can't be done with Powerarmor... Imagine a being that has been frozen and remains flying as if nothing had happened! !
*** THE CHARACTER SUFFERS DAMAGE AND DOES NOT SHOW THE SMALLEST REACTION. THIS MAKES THE PLAYER BACK OFF ONLY WHEN HIS LIFE BEGINS TO SHUT DOWN.
*** THE GAME IS VERY ACCELERATED! A SOLDIER MOVING AT THAT SPEED, EVEN WHEN IN ARMOR, WOULD BE TIRED IN SECONDS.
*** PLEASE NOTE THAT IN THE ABSENCE OF AN INERTIAL OR PARALYZING EFFECT (A CONSEQUENCE PROPORTIONATE TO THE DAMAGE SUFFRED) THE PLAYER JUST ATTACKS FRENCHLY. Graphically it can be very beautiful, but it's and, at best, childish.
*** When you have the character in third person, it works as a dissociated mental visualization, that is, the player does not evoke memories and feelings. It's out of character. When you have a first-person view, it's like an associated mental visualization, that is, the player's senses, feelings and memories are focused on the game's action. Such visualization is saturated with kinesthetic, visual, auditory stimuli, and even emotions.
29.3) Armor / Suit / Exoskeleton - self defense system has a score per armor segment and transfers inertial kinetic impact to the character. The level of armor decreases as a function of the distance from the chest to the extremes (hands and feet). It also considers the size of the protected part.
29.3.1) Taking the armor on the chest as a reference (depending on the size of the protected part), for example:
Part description – armor level – effect of inertial damage when armor is hit (front shot/side shot/back shot)
Head – 0.3 – swings the vision up and sideways (similar to the effect of the horizontal/vertical recoil of the weapon) and can crack or destroy the visor, in helmets with visor (helmets without visor, with electronic vision, are not at risk ) – can also cause dizziness, fainting, disorientation/side shot causes head turning to opposite direction of impact and can also cause dizziness, fainting, disorientation/behind the back lowers head and can also cause dizziness, fainting, disorientation.
Neck – 0.6 – swings vision downwards and causes momentary reduction of air (inability to communicate / dizziness or loss of shot accuracy) / side shot causes head swing in the direction of the bullet (dizziness or loss of shot accuracy) / shot from the back lifting of the vision (dizziness, loss of hearing and accuracy of the shot).
Chest – 1.0 – slight flutter of vision.
Stomach – 0.8 – slight flutter, but may force character to kneel or walk crouched/light flutter/light flutter.
Thigh – 0.5 – slight lateral displacement towards the thigh that takes the shot
lower leg – 0.3 – lateral displacement towards the lower leg that takes the shot, reduces running and walking speed.
foot – 0.1 – is temporarily unable to run and even forced to kneel (expression of pain – 8 sec.) and causes the player to significantly reduce running and walking speed for a longer time (30 sec).
arm – 0.6 – slight lateral displacement in the direction of the shooting arm.
forearm 0.3 - lateral displacement in the direction of the forearm that takes the shot, reduces the speed of handling the weapon and the aim.
hand – 0.1 - is temporarily unable to aim and can even throw the weapon on the ground (expression of pain – 8 sec.) and makes the player noticeably reduce the aiming speed and handling of the weapon for a longer time (30 sec).
*** Types of weapons, ammo, armor engineering… can modify the weights and effects exposed above…
29.3.2) Imposing damage suffering penalty to the character should make players create strategies that avoid face-to-face combat, extreme conditions that cause damage and can make missions difficult or failure. Makes it important to seek protection. Low running and movement speed also contribute to this, which should resemble that of real combat (the soldier observes the enemy's movement, moves carefully and usually exchanges shots at a certain distance - you hardly see anything like the Western).
29.4) When the shield is dropped and the armor score in a certain part is zeroed, the body is left as the last armor of the organs and the bones.
29.4.1) Similar to the division made for armor, the body also suffers consequences depending on the place of penetration of a shot, when the armor score of that part of the armor is zero:
29.4.1.1) Head – 0.3 – Instant fatal.
29.4.1.2) Neck – 0.6 – Character hears the sound and sees the bleeding. Immobilizing and fatal in 10 seconds, character only cares about stopping the bleeding in the neck while the vision blurs and falls to the ground.
29.4.1.3) Chest – 1.0 – Immobilizing and fatal within 30 seconds. The character's movements are gradually more limited until the view closes. If you shoot from the front or from the side, you will land on your back under the pool of blood. If I shoot from the back, he'll fall face-first into the pool of blood.
29.4.1.4) Stomach – 0.8 – can be fatal within 60 seconds. There is loss of accuracy and problems with vision and hearing, while life is slowly drained, but the character can shoot with one-handed weapons (pistol and light machine gun). If shooting from the front or side, character lies down/sits on his back/If from the back, character lies on the ground and crawls.
29.4.1.5) Thigh – 0.5 – Leg hardens and the character will limp indefinitely, potentially fatal in 90 seconds, until treated. There is loss of accuracy and problems with eyesight and hearing, as life is slowly drained, but the character can shoot normally, but will have to stop walking to do so.
29.4.1.6) lower leg – 0.3 – Character is required to walk in a crouch, until he receives treatment, which can be fatal in 120 seconds, draining life time. You can shoot normally, but you will have to stop walking to do so. There is loss of accuracy and problems with vision and hearing as the life slowly drains away.
29.4.1.7) foot – 0.1 – If non-critical damage, character is lame / If critical, is immobilized and will need to be dragged (another player comes close) or receive treatment. It can be fatal within 180 seconds. There is loss of accuracy and problems with vision and hearing as the life slowly drains away.
29.4.1.8) arm – 0.6 – arm becomes useless and the character is unable to use weapons that require two hands, which can be fatal in 90 seconds, until treated. There is loss of accuracy and problems with vision and hearing as the health slowly drains, but the character can move normally, including running.
29.4.1.9) forearm 0.3 - arms become useless and the character is unable to use weapons, until treated. Character is forced to walk crouched hugging the affected arm, until receiving treatment, which can be fatal in 120 seconds, draining life time. There is loss of accuracy and problems with vision and hearing as the life slowly drains away.
29.4.1.10) hand - 0.1 - is unable to aim and can even throw the weapon on the ground (expression of pain - 8 sec.) If non-critical damage, causes the character to significantly reduce the aiming speed, accuracy and handling of the weapon. If critical, player will not be able to use two-handed weapons until treated. It can be fatal within 180 seconds. There is loss of accuracy and problems with vision and hearing as the life slowly drains away.
29.4.2) Life Drain - Life drain from damage to the body can be genetic, cybernetic, or costume enhancement.
29.4.2.1) Randomly, damage can cause accelerated draining of life due to internal organ damage and, if nothing is done, death. Disability may also occur
29.4.2.1.1) Chest – Life drain time can be reduced to up to 10 seconds, with instant immobilization.
29.4.2.1.2) Stomach – Drain time can be reduced to up to 20 seconds, with immobilization for up to 5 seconds.
29.4.2.1.3) Broken bones cannot be medically treated from the suit. They can occur anywhere on the body and retain their effect even if the drain of life is stopped by stopping the bleeding. When a bone breaks, the character is totally incapacitated for a period of 5 or 10s, until the peak of the pain passes.
29.4.2.1.3.1) Broken bones in the chest/stomach area (floating ribs) – cause vertigo, loss of hearing quality, impair aim and movement speed. The character can only shoot with one-handed weapons (the other is on his chest and he walks slightly arched). Needs treatment in a medical room, cannot be treated by another player/NPC outside a medical room.
29.4.2.1.3.2) Broken bones in limbs (legs and arms) - require treatment from another player/medical NPC or medical room treatment to remove the effect.
29.4.2.2) Wounded cannot attack melee, resist or apply counterattacks in melee combat (except personal Barrier Shield online).
29.4.2.3) Multiple shots to the same part of the body increase the chance of breaking bones and also draining life (bleeding).
*** THE SYSTEM IS CREATED SO THAT THE PLAYER IS FORCED TO HIT THE SAME BODY PART TO CAUSE A QUICK DEATH. Scattered shots will be absorbed by different parts of the armor… THE MOST ACCURATE, KILL FIRST.
*** THE SYSTEM WILL ALSO WORK WHEN DAMAGE OCCURS IN OTHER MISSION TYPES, not just in combat.
29.5) Damage system for Batleoids and androids is identical to the one described above, modifying the visual and auditory effects. Rather than putting effects in terms of kinetic damage and inertial effects, these sentients are vulnerable to pulse, ion, phaser and magnetic pulse-based weapons. (Ion/phaser weapons will have inertial effects for them).
Musk Builds a Machine to Download Our Brain and Personalities
29.5.1) When the player is with a character that mixes biology and technology... Or even being totally cybernetic, the effects of dizziness, blindness, hearing problems will be replaced by interference, noise, poor signal reception (similar to what happened on a TV analogue with problems in signal reception)... The digital TV generation doesn't know what this is...
29.5.1.1) Similar to what happens with biological organisms, which have draining life by bleeding and exhaustion level, cybernetic organisms have energy level and structural integrity as a reference.
29.5.1.2) Decreased structural integrity permanently impairs senses, accuracy, aim, and movement speed. Defects in specific parts cause effects similar to what occurs in humans, but associated with electronics effects: interference, noise, poor signal reception from the senses of sight and hearing.
29.5.1.3) With the reduction of available energy, the energy management system of cybernetic organisms will shut down non-essential systems, slow down movements, reduce speed and force to save energy.
29.5.1.4) Mixed or fully cybernetic beings can make their energy source work in association with that of the poweredarmor/exoskeleton; This puts the character's own functioning at risk.
29.5.1.4.1) If the exoskeleton/powerarmor's energy gets too low, the player may be forced to abandon it to continue the quest.
29.5.1.5) For electronic organisms there is no bleeding (energy drain), but the period of interference in the senses is longer and there is energy consumption in all damage, in view of the need to compensate for the inertial force.
29.5.1) When the character is inside a batleoid and his chest or stomach armor is close to zero (supouse below 25%), he can take damage to his armor. If a part of the armor becomes zero, even inside the batleoid, and that part of the body takes damage, the player will suffer the consequence of the damage and the drain of life…. The character can die from a headshot inside a batleoid. The equipment is running and immobile, with a dead operator inside... It can be hacked and taken over or trigger self-destruction.
29.5.2) The depletion of the Batleoid's life may imply in its immobilization and shutdown or explosion, depending on the situation of the power generator and the electrical system.
29.5.3) When creating androids and batleoids, mechanical, cybernetic or biological, the developer must signal which parts of the design have the function of head, torso, arms… As they do not necessarily have human shapes. They can be bipeds, quadrupeds, have wheels or tracks… Have one, two or more arms… Several heads… Resembling centipedes, dogs, spiders, dragons… All sorts of mythology can be used here.
*** COSTUME MUST VERBALLY AND VISUALLY INDICATE DAMAGE. (And if properly equipped, may suggest hotkey solution) like also batleoid.
29.6) The size of the hole created by projectile penetration is proportional to the exposure time that a section of the body is exposed to the environment. That is, with the suit pierced in a low atmospheric pressure environment, the drain of life (bleeding) runs at an accelerated rate, while in a high pressure environment the opposite occurs. The exposure of a part of the body to the environment can cause other effects (toxicity, radiation, temperature, poisoning…).
29.6.1) The suit may have a self-sealing system based on nanomachines (cybernetic) or by regeneration (organic).
29.7) The suit manages to keep the character nourished and hydrated by recycling water and nutrients for some time. Hunger and thirst are the main problems of a soldier/explorer;
29.8) Some missions have so many counter-tech systems that it will be easier to complete them with simpler outfits.