Get rid of the health bar.
If you're hit in a non-instantly-fatal area (headshots would of course still lead to instant incapacitation), upon the moment you receive the shot and every 30 seconds after you will have a chance of becoming incapacitated, the probability rate depending on location, distance, armour and type/calibre of the bullet. If you're hit a second time, you'll have that chance then and every 30 seconds after that shot as well as every 30 seconds after the first, but for every roll the probability would be that of both shots combined. Same goes for third, fourth, etc. If you stay still someone (could even be an opponent, but the chances of that are negligible) could come up to you and hold on to the Use key to patch you up, lowering the incapacitation probability more and more according to how long the helper takes (but the probability can never reach zero unless you had only received a minor scratch and the total probability without bandaging was a very small number to begin with)
When you receive a "successful" incapacitation roll, you should quickly start slowing down, your vision rapidly darkens and your weapon (and eventually your view) should constantly start dropping and require you to raise it manually. Once your screen goes black, you drop your weapon and hear a thud as your body slumps to the ground.
(unrelated to damage system, figured I should add it anyway) Every time you are hit your aim should momentarily go WAY off, but hipping would not be necessary. For about half a second after getting shot you can sprint regardless of current stamina (but sprinting for that time might increase the incapacitation probability a tiny bit).
EDIT: the other thread
If you're hit in a non-instantly-fatal area (headshots would of course still lead to instant incapacitation), upon the moment you receive the shot and every 30 seconds after you will have a chance of becoming incapacitated, the probability rate depending on location, distance, armour and type/calibre of the bullet. If you're hit a second time, you'll have that chance then and every 30 seconds after that shot as well as every 30 seconds after the first, but for every roll the probability would be that of both shots combined. Same goes for third, fourth, etc. If you stay still someone (could even be an opponent, but the chances of that are negligible) could come up to you and hold on to the Use key to patch you up, lowering the incapacitation probability more and more according to how long the helper takes (but the probability can never reach zero unless you had only received a minor scratch and the total probability without bandaging was a very small number to begin with)
When you receive a "successful" incapacitation roll, you should quickly start slowing down, your vision rapidly darkens and your weapon (and eventually your view) should constantly start dropping and require you to raise it manually. Once your screen goes black, you drop your weapon and hear a thud as your body slumps to the ground.
(unrelated to damage system, figured I should add it anyway) Every time you are hit your aim should momentarily go WAY off, but hipping would not be necessary. For about half a second after getting shot you can sprint regardless of current stamina (but sprinting for that time might increase the incapacitation probability a tiny bit).
EDIT: the other thread