OK, i understand your idea. But what's the point of discussing this if we are gonna implement it in Unreal 10?
I would rather say it's much more important to concentrate on the current situation on the simulation market and try to make the whole wound system the most realest using current tools.
So taking current software engines into account, and based on my experience, one bullet should take you out of the battlefield (not saying it should kill instantly, but just make you unable to fight). Otherwise you must accept some kind of hit points based system which in my opinion will always be very unrealistic and weak. Then you end up with something implemented as in America's Army 3 (Unreal 3) that you can take multiple hits from military grade weapon and still walk... How is that far from Counter-Strike mentality?
I would rather say it's much more important to concentrate on the current situation on the simulation market and try to make the whole wound system the most realest using current tools.
So taking current software engines into account, and based on my experience, one bullet should take you out of the battlefield (not saying it should kill instantly, but just make you unable to fight). Otherwise you must accept some kind of hit points based system which in my opinion will always be very unrealistic and weak. Then you end up with something implemented as in America's Army 3 (Unreal 3) that you can take multiple hits from military grade weapon and still walk... How is that far from Counter-Strike mentality?
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