It isn't tracking your avatar's performance; it is tracking YOUR performance. If you (not your avatar) are "battled hardened" from playing hours and hours of the game, you will have earned a similarly battle hardened avatar who doesn't flinch.
well sure, from that way of looking at it, yes it's tracking my performance.....but actual "tracking" isn't exactly what i'm getting at. i'm ok with performance tracking, as in having my "rep" or "experience" displayed through asthetic features like what's already been confirmed (such as medals, clothing, the looks of weapons or face etc...). that's because those things are not affecting
gameplay.
from a gameplay perspective, i (me pyshically) can control whether or not I will "flinch" when say, an arty round lands close or an mg's bullets wiz by. my gameplay experience will dictate the effects "suppression" type game mechanics/features will have on my physical actions. and by "flinch" i mean my physical ability/inability to control the way my fingers interact with my mouse/keyboard which control the movements/actions of my avatar. realistic game mechanics, such as the ones i quoted from REZ, nimsky and zets in an earlier post, can affect me the player and then in turn affect my actions in game that i display through my avatar. that's much different than having unrealistic game mechanics influencing my avatar, which in turn affect me the actual player.
the way it currently looks to be set (similar to KF's perk progression system) is that the game will (to a degree) exibit control over the avatar based on the players previous performance....which imo is not necissary and detrimental to gameplay. if you want the avatar to be affected, you should first focus on affecting the player as HE controls HIS avatar, not the game.
btw, the "crapping your pants" comment is a gross exaggeration of what i'm describing. it's most likely impossible that any game will actually foce a player to do something as drastic as jumping out of his chair, screaming, crying or like martyr said "crap their pants". however realistic game mechanics can affect the player's control of his fingers in pressing buttons or moving his mouse. they can affect the player's judgement and cause him to make poor decisions. they can affect the players visuals and limit his effectiveness at seeing enemies or landmarks etc.... in the end you achieve the desired result in getting players to act the way you want them too, like finding cover when being suppressed.