One of the issues I have with the current version of INF is the fact that you can let lose an extended burst into a target (blood flying and everything) and the target does not even slow down as he spins, strafes and returns fire far too effectively. Armor or not, this is far from realistic.
Why not have a system where when the player takes a certain amount of damage at one time, they are knocked off of their feet. Even if a burst wouldn't kill a subject due to armor or whatever, they would not be moving about as if nothing had happened and most times they WOULD be knocked down or at the very least, be unable to effectively return fire or move very well. If knocked down, they would be able to get back up if they haven't taken fatal damage and possibly only be able to move at a "walk" pace for a few moments.
My point is that taking multiple rounds should have an effect on a player, and not only visually. They should also suffer loss of mobility and combat effectiveness equal to the damage taken, even if only for a few moments.
Hopefully, this may give players the sense that if hit, they will not be 95% effective until they lose their last point of "life" and "die". Being a little more tactically safe and covering "wounded" teammates just may find its way into the game. It might also make firing from behind cover or concealment a more preferred tactic so that if hit, ducking behind cover might give them a chance to "recover" or escape being finished off.
There are more details that I have that go with this idea, but this is it in a nutshell.
Why not have a system where when the player takes a certain amount of damage at one time, they are knocked off of their feet. Even if a burst wouldn't kill a subject due to armor or whatever, they would not be moving about as if nothing had happened and most times they WOULD be knocked down or at the very least, be unable to effectively return fire or move very well. If knocked down, they would be able to get back up if they haven't taken fatal damage and possibly only be able to move at a "walk" pace for a few moments.
My point is that taking multiple rounds should have an effect on a player, and not only visually. They should also suffer loss of mobility and combat effectiveness equal to the damage taken, even if only for a few moments.
Hopefully, this may give players the sense that if hit, they will not be 95% effective until they lose their last point of "life" and "die". Being a little more tactically safe and covering "wounded" teammates just may find its way into the game. It might also make firing from behind cover or concealment a more preferred tactic so that if hit, ducking behind cover might give them a chance to "recover" or escape being finished off.
There are more details that I have that go with this idea, but this is it in a nutshell.