We allready know that current game is playable, but these are only new ideas and suggestions which could be implemented to make game more realistic.
Who is talking about modeling complete human anatomy here? I am describing only simple game parameters change here not modeling human anatomy. What is so difficult with 50% constant loss of speed, that is implemented in Ghost Recon and in Operation Flashpoint you can only crawl if you get shot in leg. Bleeding is quite simple to do also, it only needs one value which is slowly decreasing, it is just like stamina. No need to redone game engine only add some code and change current parameters. I am sure there is allready somekind of hit points system somewhere beneath code.
Yes, but my point is that if we impelement constant 50% slower, and/or bleeding, there's gonna be complaints of "Why didn't you implement [thing] too?" Plus, as has been pointed out, people will suicide to get out of moving slowly.
What I'm saying is that modeling PARTIAL human anatomy is no different than sticking with the current system. Ok, you get shot and you bleed. But does the bleeding stop or do you die? What if you start moving again? Does the bleeding start again? Can you apply pressure to your own wound? Will there be medics? If there aren't, people will say "That's unrealistic. There were medics in the war. Why aren't they implemented?? I'm starting a petition for medics. Sign here if you love medics, freedom, and brownies."
Or let's say you slow people to 50% for the rest of their life. There'll be just as many complaints that THIS isn't realistic as there are about other things. IE: "In real life, your adrenaline would kick in and you'd just keep moving. I liked the old way better." or "In real life, you wouldn't run around the rest of the map with a bullet in your leg slowing you down. you'd just bleed out and die. Why do we even have this? It ****s and makes the game boring, plus people team wound me in my own spawn."
I can see an argument for a gradual slowdown lasting maybe a few seconds to account for inertia, but honestly, aside from that, I'd say the current system's a decent abstraction of some VERY complex aspects of combat.
I said it before and I'll say it again. I personally think that the absolute hardest thing to accurately model in a game is the humans themselves. Not tank penetration, not mechanical performance of vehicles, not bullet drop or penetration or other ballistic calculations. Just basic human movement and how all the other mechanical stuff would affect it.
People complain about the bayonets, but what's the alternative? Some prefer the old mod approach where a single hit was lethal, but then people complained that you could survive a bayonet attack (true), which led to the current system which is just as complained about, if not more.
People ask for melee combat, but suppose they got the ability to throw a single basic punch. I suspect they'd start asking for more and more abilities like punching, blocking, etc. They'd complain that you should be able to disarm or kill an opponent, but then they'd complain that our avatars aren't supposed to be Bruce Lee so why are they killing me when I get punched? Or, how is it that the enemy's "five fingers of death" are able to knock my weapon from my hand, when I have this big pigsticker on the end of it and I'm stabbing it at him?
Human movement, again, is REALLY complex to model in any realistic fashion. Any attempt by the TW staff, while I really respect their abilities, would be hampered by time and resource commitments, or the limitations of the engine itself. So, why bother doing a half-assed version that ends up satisfying people for maybe a week before they start saying "Wait. This nickel isn't as shiney as I thought. What happened to my old one??? Bring it back!"