I like where you’re going with this, however we have no idea how complex Nelson wants the mechanics of this game, and having multiple health bars might make things confusing for new/younger players. Plus, maintaining health over multiple parts For that reason, I propose a slightly more simplified version, as well as fleshing out some potential effects for each part having low health.
Instead of having each limb being separate, put them in groups (Head/Torso, Legs, Arms), similar to how they are now.
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Overall Body
- Each group correlates to a certain amount of health, excluding Head/Torso
- If the health of both Legs/Arms are fully depleted, 50% of the player’s overall health will be depleted (happens gradually with the health lowering of each group)
- If the torso’s health is depleted, 85% of the player’s health will be depleted.
- If the head’s health is depleted, 100% of the player’s health will be depleted.
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Head/Torso
- This group will be the main part of the player’s overall health
- The head has a modifier that increases damage, while the torso takes base damage of the weapon (unless protected)
- If hit in the head by a blunt weapon when the attacker has a high enough strength (determined by a skill and the weapon used)
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Arms
- Arms take minimal health from the player’s overall health when damaged, however there are other effects that make hitting the arms worthwhile in combat
- Getting below 50% health of the arms will cause: inability to hold two handed weapons, shaky arms, slower use time
- Below 25%: inability to use weapons, even slower use time for consumables, slower punches
- At 0%: cannot use items, must wait for timed healing or be healed by another player.
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Legs
- Legs take the same amount of health away as arms.
- Below 50%: broken leg effect similar to the current one in 3.0
- Below 25%: only able to crouch and crawl, reduced speed on crouching
- At 0%: can only crawl IFF arms are above 50% health.
Edit: Sorry if I kinda hijacked this thread to put this here, I didn’t do it intentionally