The Personal Armor Thread — Conceptualizations
Posted: Sat Apr 22, 2023 9:36 pm
Let's cover something, then. Bulletproof vests, body armor, the what have you.
The year is 2004, and you are equipped with an Interceptor Ballistic Armor system, and two SAPI plates, front and back. The ESAPI is about a year away, as are additional auxiliary armors.
Your head is covered by a ballistic helmet, your lap is guarded by soft armor of about the same class. At the threshold of this building in a city that might've already eaten a few of your brothers in arms, you kick the door in, rifle up-
Some ground concepts:
Light rifle fire 5,56 and 7,62AK will not cause major damage. With regards to force transfer, it seems more like it's psychological at least at this caliber. Studies by government laboratories have concluded you will not take significant blunt trauma from these calibers, though some bruising will probably be possible.
It's 2004 and plates are not as durable as they are today. These are monolithic plates backed up by soft armor, tested for three hits of 7,62x51mm though most likely capable of more. They're also vital organs protection; the job is to get you back into that helicopter or humvee without a sucking chest wound or two.
Proposals for implementation:
None of these are required to go together; think of them as spitballing conceptuals rather than a unified concept.
[] The tempdamage/armor damage system. This one is a little bit more... arcadey, but bear with me.
Simplifying the pain factor and temporary psychological shock, a hit to the bodypart covered by armor will inflict armor damage, but also some temporary health damage that regenerates. This temp damage can be used to abstract blunt harm or pain.
[] Randomized armor damage, within a set range combined with decaying armor protection chance.
Ammunition has a set damage and damage range, abstracting how certain impact angles, impact dispersions, and impact areas can cause different levels of crack propagation. In addition, the more damage your armor eats up, the more likely you are to suffer a penetrating hit. The first shot, 100% protection chance. The next, maybe 98%. The decay curve can be as steep or as shallow as is immersive.
This could tie in with weapon penetration values that might modify these numbers.
[] Hijack the barrier penetration code.
Another way of doing this would be to put two hitboxes of level geometry as plates. Presumably it would be a custom material so as to avoid unexpected behaviors. This may not be technically feasible depending on how the game is set up internally.
The year is 2004, and you are equipped with an Interceptor Ballistic Armor system, and two SAPI plates, front and back. The ESAPI is about a year away, as are additional auxiliary armors.
Your head is covered by a ballistic helmet, your lap is guarded by soft armor of about the same class. At the threshold of this building in a city that might've already eaten a few of your brothers in arms, you kick the door in, rifle up-
Some ground concepts:
Light rifle fire 5,56 and 7,62AK will not cause major damage. With regards to force transfer, it seems more like it's psychological at least at this caliber. Studies by government laboratories have concluded you will not take significant blunt trauma from these calibers, though some bruising will probably be possible.
It's 2004 and plates are not as durable as they are today. These are monolithic plates backed up by soft armor, tested for three hits of 7,62x51mm though most likely capable of more. They're also vital organs protection; the job is to get you back into that helicopter or humvee without a sucking chest wound or two.
Proposals for implementation:
None of these are required to go together; think of them as spitballing conceptuals rather than a unified concept.
[] The tempdamage/armor damage system. This one is a little bit more... arcadey, but bear with me.
Simplifying the pain factor and temporary psychological shock, a hit to the bodypart covered by armor will inflict armor damage, but also some temporary health damage that regenerates. This temp damage can be used to abstract blunt harm or pain.
[] Randomized armor damage, within a set range combined with decaying armor protection chance.
Ammunition has a set damage and damage range, abstracting how certain impact angles, impact dispersions, and impact areas can cause different levels of crack propagation. In addition, the more damage your armor eats up, the more likely you are to suffer a penetrating hit. The first shot, 100% protection chance. The next, maybe 98%. The decay curve can be as steep or as shallow as is immersive.
This could tie in with weapon penetration values that might modify these numbers.
[] Hijack the barrier penetration code.
Another way of doing this would be to put two hitboxes of level geometry as plates. Presumably it would be a custom material so as to avoid unexpected behaviors. This may not be technically feasible depending on how the game is set up internally.