this is somethign I've been thinking about since 0800 EST. How to semi-accuratly computate damage/penitration for a FPS game.So far this is what I've come up with.
Take the bullet mass and muzzle volicty and calculate damage done to the target at point blank range. This equals "Raw_Damage" i.e the poetenial damage of a freashly fired round.
based on the factors that make up raw damage, you find how range effects these variables and apply loss of power to raw damage as range increases. (probably after 50-100m). So if you took an MP5 and shot some one 10,000m away and some how automagically hit him he woundn't even feel it.
Impact does raw damage to target, "penitration factor" is raw damage remaining minus object health.
Have a classed set of "impact" based damage multipliers, like
Hits wood door: X loss in power
Hits wood wall: X loss in power
Hits metal door: X loss in power
You get the picture, it would be varie based on raw damage how much penitration you got. A MP5 is weeker then an M4 so it loses more power when it penitrates. Since damage is all ready effected by range a longer range shot would have less penitration.
Finally bullet hits a target, what ever remaining raw_damage is done to target as impact_damage, if the target can't take another hit he/she is dead. Depending on the same factors of weather or not the round penitrates an object also apply. So you could make a MP5 shoot through people but not walls, and a tank shell that shoots through all walls hehehe.
- minus + plus = equal * times / devide
would be like how to figure all I said into trying to shoot some one through a wall.
This is just stuff I've been thinking about, it's not how S4 does it and although I'm modding the game I don't plane to rewrite the unreal engine so don't ask
I really want to try to make a test app to do this, with a weapon/bullet hard coded and a target behind a wall and see how damage done comes out.
What yall think, have I missed any important points of how bullet damage should be applied ???