My expanded idea of accuracy:bricks wrote:Bodies are composed of parts; these parts are variable, but follow a standard scheme for type.
Parts have sizes and damage resistances/susceptibilities. The latter may or may not be inherited from armor.
Attacks can hit the whole body or individual parts of the body.
Some attacks have precision ratings; these determine re-rolls for the purposes of accuracy. (i.e; weapon precision 2 allows you to take the better of two rolls. Noninteger rolls could work; 2.6 could mean 2 rolls 40% of the time, and 3 rolls 60% of the time.)
Damage to overall health is taken as the sum of the individual hits.
Body parts themselves may or may not also take damage; the definition of "damage" may be different for these.
Each body part has an individual size, which may or may not be changed by swapping out parts. In addition, attacks can miss by hitting the miss "size" instead, which is dependent on range. Example: arm (x2)= 3 size each, head = 1 size, legs = 8 size, chest = 10 size for a total of 25 for the player (other enemies could be bigger or smaller, eg, a rat could be 5 size, a car could be 100, a mech walker could be 500, unless all enemies are human sized)
"Miss" size is (tiles away^2 * 5).
Body parts are ranked from most desirable to hit to least, then miss. The hit check rolls a number between 1 and (body size + miss size), as many times as the precision rating is. The highest number is kept, and damage is done using that part, or it is a miss.
Examples:
An enemy shoots a gun (precision 6) at the player (size 25, parts as above) from 5 tiles away (size 125 miss zone). 6 numbers are randomly generated between 1 and 150, 1 = head, 2, 3, 4 = left arm, 5, 6, 7 = right arm, 8-15 = legs, 16-25 = chest, 26-150 = miss. Chance to hit would then be 3.9% head, 11.0% left arm, 9.7% right arm, 21.4% legs, 18.7% chest, 32.4% miss (total of 97.1% ... rounding errors?). This seems to be a reasonable chance to hit or crit (head shot) to me.
The player swings a club (precision 3) at a gelatinous cube (size 200, one part) from melee range (size 5 miss zone). 3 numbers are randomly generated between 1 and 205, 1-200 = hit, 201-205 = miss. Chance to hit would then be 99.9985% hit, 0.0015% miss.
The player swings a club (precision 3) at a mouse (size 5, 1 head, 4 body) from melee range (size 5 miss zone). 3 numbers are randomly generated between 1 and 10, 1 = head, 2-5 = body, 6-10 = miss. Chance to hit would then be 27.1% head, 63.8% body, 9.1% miss.
Although this looks quite complex, I don't think that it would be confusing to the average player with a good UI.