Let?s work through the question of health and damage logically.
What are the possible conditions?
That?s pretty easy. Now what are the ways we could progress from one condition to another?
What are the ways you can prevent a condition progression?
- Recovery from a temporary injury. Example: get the wind knocked out of you, hearing or vision loss from flashbang
- Injury worsens, leading to incapacitation. Examples: Bleeding, walking on a damage leg.
- Injuries while incapacitated lead to death. Examples: Bleeding
- Additional damage done (fall damage, bullets/explosions).
- Stop bleeding.
- That?s about it.
What are the possible effects of different conditions?
Well, incapacitation means you ain't doing anything.. and dead means dead. So, let's considering injuries.
- Vision or hearing impaired
- Stunned/wind knocked out
- Shock (resulting in poor aim, slowed movement, tunnel vision, etc)
- Upper body injuries
- Impaired aim to varying degree. A shot in the right arm, VERY bad for aim. A shot in the gut or back, you?ll still have trouble.
- Impaired ability to climb ladders, mantle over objects.
- Lower body injuries
- Impaired movment (including climbing). Severe injury may prevent ANY movement.
- Impaired transition from prone to upright
- Impairments as a result of bloodloss. Vision, strength necessary for movement, endurance.
With MP Team Adversarial in mind (my primary focus), what are the possible implications? Well, if you had a scoring system that is more than just rounds won, you could give points for the health of the winning team. Winning the round with no injuries is better than 1 out 8 still standing. This would provide an incentive to manage injuries.
In terms of managing injuries, the big question is will the game be military action based (like GR) or counter terror (like R6). A military sim would probably have a unit that includes a corpsman or medic capable of specialized emergency medical response. A CT based game would probably rely on a team of dedicated shooters, but all of which have received basic combat first aid training. So if it?s a CT game, anyone could whip out a field dressing and bandage someone who is injury (stopping or slowing the progression to worse health condition). It would even be possible for someone to apply their own field dressing to something like a leg injury, assuming their conscious and not in shock.
Implications for a singleplayer campaign might be time to recover (assuming full recovery is possible). If you rendered emergency medical help, a team member may survive the mission and return to active duty after some time. However, if help is delayed or not given, that person may not return to active duty or may die of injuries in the field or afterwards.
Impact of Damage
Oh, fantastic NORG question. It could be really simple, like Raven Shield? one or two shots and you?re toast. If you survive a shot, the location definse the injury and the associated impairment(s). Or if you really wanna have fun? do a ballistics system that determines how rounds defeat (or fail to defeat) body armor. A 9mm pistol round to center mass on an armored target probably won?t do much. A 7.62x51mm (.308 winchester) rifle round to center mass on a target wearing Dragon Skin from Pinnacle Armor will probably not be lethal or cause bleeding, but may knock the wind out of you. But on the otherhand? shots to the leg or arms could be brutal. And a headshot, pretty much no matter what, will be the end of you. So the big question is? Will damage be modeled on actual ballistics and body armor characteristics?
I think a system taking into account all of these factors would be very interesting. But I?m not certain that will make for the best gameplay. It might change the way we play a bit? Imagine not being able to drop a well-armored opponent after giving them a triple tap in the chest with an assault rifle. That?s realistic, but I?m not sure that?s how I want things to be. On the other hand, it will mean I have to aim more for arms, legs or head to put a person down, which I think I can manage. My preference is for Rogue Spear/Raven Shield-type damage. I like dropping an opponent with one or two well-placed rifle rounds. I like having a pistol be a viable secondary weapon. I think I?d be happy with adding more detail to the determination of injuries and their impairments, but fundamentally I want people out of the game when they get nailed.
I'm opposed to dragging injured people. The only reason you would ever move someone is to get them out of the line of fire. Movie heroics aside... you field treat until you can medevac. Move only to get out to get out of the line of fire.
Depending on the context, you'll probably manage casualties differently. In a hostage rescue type situation, you'll probably step over your downed buddy on your way to finish the mission. You've got just a couple of minutes to either have a successful rescue or end up with a full on TARFU or FUBAR. By the time you've applied a field dressing, the tangos have either been taken down or they've splattered all of the hostages. If it's a military engagement, you might have the time, depending on how tight your mission plan is. But in a practical sense, if you're a Navy SEAL and you snapped your leg on the drop into the mission... you might be left until the team finishes the objective and picks you up on the way out. That's a completely different story from how a casualty would be managed in a large scale field engagement. It's completely different whether it's special operations behind enemy lines, counter terror in an urban environment, or convential warfare with a complete casualty management system going from medics in the units to Foward Surgical Teams on the front lines and ending up at Walter Reed in Washington DC. So it has to be appropriate to the context of the game (which we don't have yet).
Last... I don't want to play a medic simulator. I want to play a tactical shooter.