That is if we get to aim manually, i take it. Or take turns in VATS.
But if it's overly realistic, there'd be little to no reason to
not shoot for the head, the lowered hit chance off-set by the fatality rate of each shot. That, and as stated, bots/client side abuse to cheat the system - as seen in Planetside.
As you suggested oh-so-many months ago, hellis, would that entail a realtime updating system?
Because if the server/client needed to calculate 6/7 different target areas per
humanoid target in real-time, the server load would become immense
I like DoIhavetoos idea of armor covered areas representing actually covered areas, and not just "This skin means i have X DR". But again, server load issues come to mind.
That is, of course, unless gamesas have the resources to set up server-nodes that handle a given zone with sufficient enough power to allow at least 10 - 300 players simultainously engaging in combat, and handle calculations of chance of hitting, where target is hit, armor placement factors, reducement of damage, and base damage given.
Don't get me wrong, i'd love this style of combat. But my Science nor Barter is that high, so i don't know if it's a viable option in todays (real life) world to implement such a complex and taxing system.
As Chris stated in the FAQs, they take notes from other companies' games in order to create the jewel of MMO's, perhaps this area is one where they should take into account CCPs (EVE Online) server handling manners?
+500 - 1000 players, each calculating 6 - 10 modules of effects on X various targets each including 4 types of resistance and 4 types of damage, speed, "perception range", hit chance, healing amounts, and myriad of other factors all in the same solar system at once with minimal lag (long time comming, though.) - is all viable with CCPs server management system.
Whether You, my dear Chris, can hack it or not
Uh, got a bit of brown on my nose there, didn't I.
[Dips head in bleach]