heya dubby, i left a message over on the bethsoft forums but you probably arent there too much
so for ease of access, he is some of it (you already answered some other stuff)
"how do bleeding points work? do they tick off at a steady rate or do they tick off faster the more that are built up. but that i mean, i hit someone with a tire iron for 10 damage and 5 bleeding points say, compared to a ripper for 10 damage and 50 bleeding points. to me the person with 50 bleeding points should take the bleeding damage quicker to simulate deeper wounds and more extensive tissue damage - someone hit with a chainsaw would actually die from bleeding out than the damage itself, most of the time
it would also be great to further differentiate between a single high power bullet, and many smaller ones - rifle vs minigun say. the minigun uses smaller projectiles, but the sheer number clock up a huge amount of tissue damage. bleeding is one way to factor this in, with higher bleed rates when perforated rather than just shot
i would love to use this damage system in a mod i am working on, as i mentioned in the pm, and these issues would have direct bearing on the implementation
cheers
SMZ "
thanks for any thoughts
so for ease of access, he is some of it (you already answered some other stuff)
"how do bleeding points work? do they tick off at a steady rate or do they tick off faster the more that are built up. but that i mean, i hit someone with a tire iron for 10 damage and 5 bleeding points say, compared to a ripper for 10 damage and 50 bleeding points. to me the person with 50 bleeding points should take the bleeding damage quicker to simulate deeper wounds and more extensive tissue damage - someone hit with a chainsaw would actually die from bleeding out than the damage itself, most of the time
it would also be great to further differentiate between a single high power bullet, and many smaller ones - rifle vs minigun say. the minigun uses smaller projectiles, but the sheer number clock up a huge amount of tissue damage. bleeding is one way to factor this in, with higher bleed rates when perforated rather than just shot
i would love to use this damage system in a mod i am working on, as i mentioned in the pm, and these issues would have direct bearing on the implementation
cheers
SMZ "
thanks for any thoughts