You can sure as hell assume, however, that if someone got shot but wasn't killed instantly (instantly in this case means a CNS or heart hit) that they would NOT suddenly stop whatever they were doing and stand/lay there completely immobile.
If someone got hit in a manner that would make them bleed out within a short amount of time or make them completely inable to walk (pelvis hit would probably be both), they should be rendered as killed in-game.
I would like to see a system where any wound that is not "immediately lethal", the player can still fight on for a period of time at a decreased level of ability. This is a compromise to the Operation Flashpoint system where you are wounded forever and you cant walk you don't die spontaneously from your injury. This really ****ed when you didn't have a nade to kill yourself.
As an example, say you get shot in the pelvis. You cannot walk effectively and you will probably bleed out within a few minutes but you should be able to fire off a couple rounds in a defensive manuever before you die.
Currently in-game, this wound would kill you immediately because you are "no longer an effective fighter". But I would argue that you could be a semi-effective fighter for a period of time before you pass out and die.
So I would suggest:
1) Wounds decrease the effectiveness of the body part affected. ie. Shot to leg causes you to fall after a couple of limping steps. A grazing wound doesnt affect you at all ( Why would it? Its just a graze.)
2) With the exeption of instant kill shots (head, heart, chest), the wounded player should stay alive for a limited period of time (30-60 seconds). Maybe having the screen fade to black or red. But meanwhile you can still fire at your enemy in a defensive manuever.
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