View Full Version : Random Damage
DLL
1st May 2001, 02:52 PM
I touched on this a bit here: http://forums.planetunreal.com/showthread.php?s=&threadid=43051
But what about randomizing the damage values of weapons a bit? So that it *might* be possible to take a head shot and remain standing (grazes your head, maybe 1% chance). Or sometimes it only takes two shots from an MP5 to die... sometimes is takes four.
MoNDoGuY
1st May 2001, 03:34 PM
I don like this idea because, think you line up a nice headshot and he doesn't die. This happened to me to many times in CS, and that's one of the many reasons why I quit that game
DLL
1st May 2001, 04:02 PM
But like I said, engineer it so that it is a very uncommon occurance to survive a head shot.
DarkBls
1st May 2001, 04:05 PM
You know as I know the team will implement a real wound severity modification system depending where you get shot etc...
I prefer this feature because it don't add any random skill to player...
RogueLeader
1st May 2001, 04:22 PM
In real life head shots arn't always lethal. Only a direct hit the madula oblangata will instantly kill. If the bullet is supersonic, it is more likely to damage the madula oblangata because the brain is particularly vulnerable to a hydraulic shock wave. So a slower bullet from a sidearm might not always kill.
DLL
1st May 2001, 04:30 PM
DarkBls - That reminds me of a mod we used to use for Quake I called Servered Limbs. It allowed you to shoot off players arms and legs and was great fun.. lol
If you got one of your legs shot, you could only hop up and down until they finished you off. If you lost an arm you couldn't fire your weapon. And the player who lost a limb would yell the whole time, so there was no way they could run away and hide... :D
asmodeus
1st May 2001, 06:36 PM
random damage is a must
until we get more detailed hit locations
DarkBls
1st May 2001, 06:47 PM
->asmodeus
Why wasting the INF team time to implement something which will become obsolete ?
We need only the detailed hit location system ;)
HanD_of_DarKNesS
1st May 2001, 07:44 PM
I like the idea of variable damage.
For example, instead of a round doing a set amount of damage (say 30% for a Beretta M9 round), it instead inflicts a variable level of damage (30% +-5% for the same Beretta M9). This would actually allow some level of realism, while maintaining gameplay, and adding in sort of randomness (after all, if you land 3 shots from that Beretta right now, the guy IS dead, however with this variable damage, he may take another shot to kill).
the problem with hit locations is that the UEngine isn't really designed for it, so it's gonna be pretty hard to implement properly. A system like thosementioned in this thread would serve us better in the short run, and (at least this suggestion I am making) could be easily umplemented. We may not see realistic hit-locations until a port to U2 or Unreal Warfare, and both those games are a year or more away.
Remember though guys, in INF players who are out of the round arean't specifically dead (as we all refer to them), but are instead simply out of combat use. They CAN be dead, but may also be in any number of other states wounding them to a degree that they would no longer be functioning, contributing members of the unit.
http://forums.planetunreal.com/attachment.php?attachmentid=1974
asmodeus
1st May 2001, 10:28 PM
im sure that variable damage isn't hard to implement...
Pleuresaap
2nd May 2001, 06:37 AM
i've never seen it but i think in the rare occasion that a headshot isn't lethal, a bullet in the head WILL knock you down. i don't think you can just keep standing and firing if you get a hit in the head.
Dr.Dase
2nd May 2001, 07:55 AM
It's not at all impossible to remain standing and at good health after a head hit. A subsonic round grazing your head would deal almost no damage, tear the skin etc, but no real damage. Ears, nose, hair etc, there are multiple places on the head that are not very liable to be lethal or even dangerous to get hit on, and you can get shot by low powered ammo in the lower face without lethality, even though you would probably be incapacitated, both pain and shock, imagine your face crushed and you get the general idea....
DLL
2nd May 2001, 11:48 AM
I think I chose a poor example of the head shot and everyone has focused on that. I think with a variable damage system the head shot should have some randomness to it, but not as much.
I think BODY shots would really benefit from random damage, and would make head shots that much more important. If you were unsure that three rounds from a MP5 would kill someone, then it would force you to be more disciplined and go for the head whenever possible.
I keep thinking of the 'ol D&D dice rules. You could get very specific in the damage range that a particular weapon would cause. 1d4+6 would yield 7-10 points of damage. 1d6 would yield 1-6 points of damage. 3d10+30 would yield 33-60 points of damage.
So if a MP5 round currently causes say, 35% of your health in damage (3 rounds = 105% = dead), perhaps we could make it cause 35% +/- 15%. My whole point is too make it possible to kill someone with two shots (even if it is unlikely) and also make it possible that someone can survive three shots.
That way there is an incentive to use techniques such as the Mozambique.
asmodeus
2nd May 2001, 04:51 PM
yeah, that would be a good way to calculate damage IMO...
also, a body shot SHOULD be able to kill in one shot...
I've never heard of anyone surviving being shot in the heart
R-Force
2nd May 2001, 09:17 PM
I think adding some random effects to the random damage would be intersting too... You could be knocked down, involontarily pop a shot off, dazzled, pushed a step back and so on... This would not always happen, giving you some paranoia of getting hit. Also the guys shooting you and seeing you go down may not always be sure you are down for good...
Dr.Dase
3rd May 2001, 03:12 AM
I saw a thing on TV about a guy who accidentaly shot a nail from a nail gun while building a house, straight into his aorta, and he survived, but that's a totally different type of damage, a bullet wound to the aorta would probably blow the whole heart up, if it was high powered.
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