I have a question for you all: did you like the the system of critical hit chance being drastically influenced by the bodypart hit?
The system works like this: if you hit the torso, the critical hit chance equals your luck (plus perks, etc.), but once you hit a harder to hit bodypart, the critical chance rises (up to a base bonus of 60% for the eyes). I never really liked the idea of this because (1) a critical should in my opinion always be rare and (2) it creates this strange situation where if you're aiming for a hard to hit boydpart, you effectively get two rolls you need to be beat for it to be the right choice, the first being fair (the to hit roll governed by skill), the second not (strictly random, with only a relatively small aspect of Luck involved). I also found it odd that if you miraculously managed to pierce an opponent's armor and hit him in the eyes that there was a 30% or so chance that the damage would be the same as if the bullet had hit his shoulder.
Wouldn't a more sensible system involve leaving the critical hit chance for what it is and just raise the base damage per bodypart? The only downside I see to this approach would be that crippling would take place even less, but I suppose you could introduce a crippling system outside of the critical hit system... Not too sure about how you would do that though.
The system works like this: if you hit the torso, the critical hit chance equals your luck (plus perks, etc.), but once you hit a harder to hit bodypart, the critical chance rises (up to a base bonus of 60% for the eyes). I never really liked the idea of this because (1) a critical should in my opinion always be rare and (2) it creates this strange situation where if you're aiming for a hard to hit boydpart, you effectively get two rolls you need to be beat for it to be the right choice, the first being fair (the to hit roll governed by skill), the second not (strictly random, with only a relatively small aspect of Luck involved). I also found it odd that if you miraculously managed to pierce an opponent's armor and hit him in the eyes that there was a 30% or so chance that the damage would be the same as if the bullet had hit his shoulder.
Wouldn't a more sensible system involve leaving the critical hit chance for what it is and just raise the base damage per bodypart? The only downside I see to this approach would be that crippling would take place even less, but I suppose you could introduce a crippling system outside of the critical hit system... Not too sure about how you would do that though.