Argentum is an unique tactical shooter wich is currently based on Half-Life 2 original storyline. We are focused on realistic tactical gameplay for those hardened gamers who are versed in weaponry.
Damage done to NPCs will make them bleed and lose health in process, but only if damage penetrates their body armor. If it does not, but is still heavy enough (SMG burst, shotgun blast at close range), NPC will receive internal bleeding instead, which does half damage, lasts twice as long, and makes them lose 2 points of accuracy.
2. New armor
NPCs will not have body armor on all parts of their body, instead they will have it usually on torso, sometimes on head, and (rarely) on legs. Armor now will work not only as pure damage resistnce, it will work as a factor of bullet (or something else) penetration: the bullet is penetrating armor, or it does not. If it does not, however, wearer still takes some damage (little), and armor takes the rest of a damage and wearer becomes more vulnerable to the next incoming damage because their armor is now more brittle. Armor also will regenerate some part of damage done to it because of resilience, but it takes time.
If you don't understand what was said above, here's three concepts about what happens when someone armored dies by a gunfire:
1. Rifle: rifle rounds penetrate body armor and kill its wearer pretty quickly.
2. SMG: Sustained SMG fire destroys body armor, and then the next burst evaporates wearer.
3. Shotgun: Wearer dies without any penetration because of heavy internal damage.
3. Terminal ballistics
When i played some tactical shooters like Insurgency, i was very mad of simplicity of their damage system: to put someone down, you just need to hit him...anywhere! This is the most redundant thing ever. So, in our new damage system bullet will damage character not only depending on a bodyzone or armor; the damage of some internal organs and distance traveled by a bullet counts too.
Basically, if you shoot someone in the very side of their body (tangentially), bullet will travel very little distance, transfer very little energy, don't damage anything vital, etc, and the damage will be as well very small. So, it's time to make firefights more realistic.
I will implement advanced terminal ballistic system as well, so it will be possible to make bullets yaw, fragment (like 5.56x45), make them JSP or even HP, and this will affect their combat potency as well.
What do you think about it? Write in comment section below.
They have changed, as we did. Some Baldur's Gate inspiration here.
New complex and realistic movement algorithms to bring some challenge upon you.
Some realistic ballistics here. Like in ArmA. But better. Much better.
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