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Old October 20th, 2007
Nightshade Nightshade is offline
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Quote:
Originally Posted by Atgxtg View Post

I7m going to have to show you a copy some day. It is a little overcomplicated by today's standardards, but very detailed and does things very well. It has a lot of nice ideas, and is one of the few games where modern (even futuristic) weapons and primitive ones can coexist. Like is life, pretty much anything can kill you, just some things are better at it than others.
Though parts of Greg's impairment rules seem a bit unrealistic in light of studies the FBI and military have done in recent years. It turns out that (at least in firearm combat, though I'm hard pressed to assume its much different in melee) that a lot of assumed impairment just flat out doesn't happen short-term. This is apparently because the adrenaline rush at the start of a combat does two things; it masks further damage, and it impairs you itself. This turned out to mean that even things you'd intuitively assume would cause impairment (hand wounds for example) usually didn't (there are obvious exceptions, such as severed tendons). The result was that there were only three likely results of fireams combat: the target shocked out (which could happen with surprisingly minor wounds in theoretically noncritical areas), he bled out (usually because of hitting an artery) or there wasn't much effect until the adrenaline faded and everything caught up.

This has implications for most death-spiral combat systems, but the information isn't very widely distributed and I've had trouble in the past finding it on the Net, so its hard to get people to believe it as its rather counter-intuitive.
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