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XCOMUFO & Xenocide

Wounds In Different Areas


hippyjon

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where a soldier is hit should have dramaticaly different effects on how they perform... ill just list a suggestion for the different effects, rather than try to explain;

 

chest

-high damage, high probability of fatal wounds

-little direct effect on TUs and accuracy

 

arms

-low damage, low fatal wound risk

-high effect on accuracy

 

legs

-moderate damage/ fatal wounds (from bleeding to death i was thinking)

-high effect on TUs (or, high movent costs so your soldier can stand still and shoot as much as he wants)

-some effect on accaracy (unless the guys kneeling?)

-could start each turn kneeling, unable to stand if thers 2+ fatal wounds

 

head

-high damage/fatal wounds

-moderate effect on accuracy

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hmm, I think that any wound, whether to the chest, arm, or leg will affect accuracy. If something hurts so bad that 2 of them kill you, that's pretty bad! Consider the possible recoil of the weapon on your torso, accuracy drops. Head wound causes severe dizziness, your TUs drop as you stumble along, etc.

 

Rather than try to be specific to the area, you could affect overall performance depending on the wounds. IMO this requires making wounds less severe to begin with. I tend to get 2 wounded guys for each that is killed with that first shot. If you also leave the wounds alone, the second guy tends to drop within a couple rounds. Perhaps TUs are dropped by 50% when you receive a fatal wound, and accuracy drops by 20% as well. Using a medkit could cut the penalties in half.

 

whatcha think about something like that?

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Consider the possible recoil of the weapon on your torso, accuracy drops. Head wound causes severe dizziness, your TUs drop as you stumble along, etc.

 

i agree that there should be moderate effects on the two things you mentioned

 

Rather than try to be specific to the area, you could affect overall performance depending on the wounds.

 

i prefer it being specific really, maybe having it not too pronounced? so where ever you get shot it effects everything, but (for example) the effect on TUs is more dramatic when shot in the leg than in the chest

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Perhaps something like this: a wound, no matter in what part of the body reduces these stats: accuracy, energy, TU's, throwing acc., morale, strength, ...health :hammer:

 

but as an additional effect:

a wound in the head would have a greater effect on morale+severe fatal wounds

a wound in the chest would have a greater effect on energy and strength

a wound in the arms would have the greatest effect on accuracy

and a wound in the legs would mainly affect TU's

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Also what headwounds should do is reduce line-of-sight. And TU reducing when shot in the legs, not very realistic, it should affect movement instead. Chest IMO should reduce everything in equal measure...
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Well, I said first every wound reduces stats, but each area reduces some stats on top of that. But Ok, perhaps chest wounds reduce TU's end leg wounds reduce energy (although that sounds somewhat illogical to me :wacko: ) Or perhaps leg wounds increase the amount of time units required to move a space, while arm wounds increase the amount of TU's used for firing/throwing... There's obviously more than one option here.
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It all makes sense. I'm sure that a reasonable compromise can be reached. Still, just about any of the areas mentioned in the game, with the exception of the arm maybe(you could still bleed to death from an arm wound), are potentially bad for fatal wounding.

 

Headshot - this to me is more dangerous than chest, especially when you consider that only power suits/flying suits have helmets!

 

Chestshot - heart, lungs, ribs...yeah.

 

Legshot - femural arteries...bigtime problem, maybe not so bad as chest or head, but nevertheless.

 

It would be nice if they each had their own little way of making your soldier suffer. But how about explosion damage? What if a grenade goes off near your lovable soldier? Shouldn't he take damage in more than one area? I dunno. Just some thoughts before I punch out today. :unsure:

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I think the idea of increasing TU cost for movement is the best effect for a leg wound. Then you can shot normally but move slower. Arm wounds depend on using a 2 handed weapon, if so you just give the same penalty as the original game did for using a rifle 1 handed. About 20% IIRC. Head wound of any sort, I'd just make that the killing blow IMO. Do it like battletech, a 1 in 12 chance of a head shot, and that's it. Then you could have a torso shot reduce TUs, arm shot reduce accuracy, and leg shot increase movement costs. That way you get some variety without making it too complicated.
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hmm, well a granade would probably effect all areas equaly (unless you were standing on top of it :) ) ... so it shouldnt really have any specific effects... unless you get a fatal wound in a particular place, cus this suggests that a particualy big chunck of shrapnel went through there.

 

btw, what heck does IIRC mean? i havent been able to work out that one

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i feel so proud, i figured out IIRC today! on my own before i saw this post. and i also figured out imho and imo by myself! i very much like the way hippijon stated it in his second post. thats the way i would want it. i thought itw as a good point when hippi said that it should cost more to move rather than just penelazing you from the beginning of the round. and arm wounds should severely affect the accuracy of teh gun.
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It would be realistic to add permenant wounds that force your soldier to retire like missing a leg or a arm. unless you reserch cybernetic limb thingys then you can make cyborgs and as everyone knows

Cyborg = pwn

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There's a nice one!! Your top trooper has just lost his right arm :crying: He'll be due for an early retirement, unless you want to keep him with one arm. After all, he can still fire a pistol ^_^
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Or perhaps operate your psi amp! Ah poo! He just lost his head, now what can he use in combat that doesn't require his head? That's it! Bait for the reapers, stuffed full of poison! :D
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No, you attach him to a string (like a wallet ^_^ ) and make the reaper come to your carefully positioned soldiers, ready to unleash heck on the po' ol' unsuspecting reaper who was only procuring his dinner :D
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Just as long as you don't have any civvies in your house. They won't bother killing anything else(like soldiers). They'll just run back and forth, revealing their position, and then when their TUs run out they'll stand there and await their trips to the big Reaper heaven in the sky. :boohoo:
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Just as long as you don't have any civvies in your house. They won't bother killing anything else(like soldiers). They'll just run back and forth, revealing their position, and then when their TUs run out they'll stand there and await their trips to the big Reaper heaven in the sky.  :boohoo:

:LOL: Youre right too.

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  • 10 months later...

Resurrecting OLD topics again... Its my favourite.

 

On topic, IMO medikit should restore some amount of accuracies, movement and other possible penalties when using painkillers. Original just raised morale which dropped only slightly anyway.

 

Edit: Corrected... thanks

Edited by Tuoppi
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Hmm... I think a headshot from plasma would be 99.9% fatal. To add to the penalty of a torso shot, there should be a decent amount of stun damage.

 

Also, maybe if there's even 1 fatal wound on an arm, you can't use it anymore.

 

Indeed, all wounds are bad, but I think hurting different limbs should do different things.

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