Bullet Mechanics

What weapons, tools and hunting aids should be in the game

Bullet Mechanics

Postby Arisk on Wed Mar 03, 2010 9:26 pm

I posted this in another topic and I hadn't gotten any responses to it, so I figured i'd post it in its own thread so that we could discuss it. Or create a whole different system then this one that I came up with. I think its defiantly a interesting aspect when it comes to hunting games specially considering people want such a large range of bullets and calibers and in reality, it seems none of them really made any difference other then the distance the animal has run in past games. So I think it would be worth while to discuss different options.

I wouldn't think it would be that hard, long as you weren't making it so bullets could get deflected by bones or something. What' i'd do would be make it so there were shoulder blades, organs and ribs and stuff. Then give each one a toughness number. Then give the bullet a power number. So if you shoot a bullet it will have like a 1,000 number at the barrel, by the time it gets to the deer it may have 900 energy. Then when it hits the ribs, since they offer little resistance i'd say that could subtract like a 100 energy from the bullet. So the bullet will still have 800 energy, then going through say the organs could reduce it by another 200 energy. Then the bullet will have 600 energy. And say the bullet hits the shoulder on the other side and that takes away 600 energy, the bullet wouldn't have enough energy after that to continue forward since it used up all the energy and the bullet wouldn't pass through the deer. But say if you didn't hit the other shoulder the bullet would go through the other ribs and reduce the count to 500 energy, which would still have energy left over to pass through the deer.

Now also if you wanted to, you could have each organ have like a health rating of its own, so like the heart would have like a 100 health. So if you hit it with a full metal jacket bullet, the energy dissipated could be reduced, so instead of taking 200 energy from the bullet it can take 50 energy from the bullet. However, it would inflect instead of 75 damage to the heart it would only inflict 25 damage. So you can take into consideration how much damage was done to the organ which in turn would control how long it took the animal to bleed out. So instead of using a FMJ you use a hollow point, say the energy taken from the bullet when going through the lungs would be 200, but since it exerts more energy into the organ then it would inflict more damage into it. However, for something like a bone, I would think you'd have to have enough energy to penetrate it and then it would be broken, since bones its more or less all or nothing when it comes to damage.

So I don't think a system like this would be to overly complicated to implement, and it also allows you to have different effects from different bullets. Also allows you to have a number of different bullet types and calibers. Because for instance, an elk could take 2,000 energy to completely penetrate where as a .22 would only have a maximum of 200 energy. So in turn it may be possible to kill an elk with a .22, but you'd have to shoot it in the head at close range, which would be much more realistic then all or nothing system.
User avatarRanger
Arisk (Ranger)
 
Posts: 136
Joined: Thu Oct 22, 2009 10:24 pm
Location: Michigan

Re: Bullet Mechanics

Postby kblox on Mon Apr 26, 2010 11:47 am

I defintly like the ideal around it. would defintly be a nice teamate for the ethical kills / bonus post I made.
User avatarRanger
kblox (Ranger)
 
Posts: 82
Joined: Fri Apr 23, 2010 5:48 am
Location: Ohio, USA

Re: Bullet Mechanics

Postby huntercr on Fri Jun 18, 2010 3:09 am

I think the original poster has a great point, most of the hunting games that I have played seem to care less about which rifle is used, they all seem to be treated the same.
huntercr
 
Posts: 2
Joined: Fri Jun 18, 2010 2:13 am

Re: Bullet Mechanics

Postby Bigfoot86 on Sun Jun 20, 2010 8:47 am

I think that would make it ideal for a hunting game to have all of those aspects, most games I have played it dose not matter which gun you use or the range as long as the bullet hits what the game classifies as a "kill zone" and the animal just drops instead of when using a smaller caliber rifle and hitting it and it running a distance before bleeding out.
User avatar
Bigfoot86
 
Posts: 18
Joined: Sun Jun 20, 2010 8:16 am

Re: Bullet Mechanics

Postby billy on Sun Jul 18, 2010 8:10 pm

this right here is a great idea all these things should be added with bows and arrows too
billy
 
Posts: 11
Joined: Sat Jul 03, 2010 1:33 am

Re: Bullet Mechanics

Postby billy on Sun Jul 18, 2010 8:10 pm

this right here is a great idea all these things should be added with bows and arrows too
billy
 
Posts: 11
Joined: Sat Jul 03, 2010 1:33 am

Re: Bullet Mechanics

Postby italou on Sun Jul 18, 2010 9:04 pm

true bullet ballistics / effects, counting the impact and penetration forces. it's a great idea indeed.
User avatar
italou
 
Posts: 3
Joined: Sat Jun 26, 2010 5:59 am

Re: Bullet Mechanics

Postby Slichaos on Mon Jul 26, 2010 11:59 pm

Great idea...the more realism, the more it captures you & challenges you, the better the challenge and the better the game IMO.
Slichaos
 
Posts: 8
Joined: Mon Jul 26, 2010 10:51 pm

Re: Bullet Mechanics

Postby Arisk on Fri Aug 20, 2010 2:56 am

Thanks guys, its something i'd love to see in a game.
User avatarRanger
Arisk (Ranger)
 
Posts: 136
Joined: Thu Oct 22, 2009 10:24 pm
Location: Michigan


Who is online

Users browsing this forum: No registered users and 1 guest

cron