Game System

Game System

[-Locational Damage-]
[-
Locational Armor-]
[-
Negative Side-Effects-]

[-Accuracy Modifiers-]

 

 

Locational Damage

Locational Damage DiagramNavy Fortress has a new and much more realistic way of handling damage compared to the original Quake 2 Damage system. It splits the Player Model up into 4 different zones of so called "Locational Damage". These Zones are Head, Chest, Stomach and Legs. You can see their location on the Player on the diagram to the right. Whenever a player is shot who wears no protective clothing (see below) then Quake 2 - Navy Fortress checks where he was hit and then calculates the special effects. Explosive effects do not cause Locational Damage but they ignore armor. A list of the negative effects of Locational Damage follows.

Head: A bullet to the head results in near instant death. If you should survive the hit then your vision is clouded with a red layer of blood and your accuracy suffers greatly. A hit to the head multiplies the damage of the weapon by four.

Chest: Although the ribcage offers some limited protection to the organs (Heart/Lungs) from close combat attacks it is nearly useless (hey guys you might prove me wrong... I am just guessing here) against high-velocity projectiles such as bullets. Thus hits to the Chest are not as deadly as head shots but they may still kill or seiriously hurt you.
A hit to the Chest doubles the damage from the weapon that hit you.

Stomach: The stomach is home to the not that important organs (well all organs are important but anyway) but as it is less protected (has no protective bones such as a ribcage) a hit to the stomach may cause large wounds and a great blood loss. Hits to the stomach are at normal damage but there is a great chance of sustaining a bleeding wound.

Legs: Well you don't need your legs to survive but a bleeding wound in these could still kill you. Hits to the Legs are at normal damage but they may cause bleeding (though not as likely as a hit to the somach might) and when you are hit your movement is hindered. The hindrance of your movement depends of the damage done to your legs.

-- THE GIVEN INFORMATION MAY BE OLD. I WILL UPDATE IT AS SOON AS DEFCON-X GIVES ME DETAILS ABOUT THE NEW SYSTEM! --

 

Locational Armor

As you could read above the effects of Locational Damage are very deadly, that is why there is Locational Armor. As long as you wear protective gear you are immune to the effects of Locational Damage and the amount of normal damage will be reduced. Your Locational Armor has seperate values for each type of armor which are decreased by the amount of damage recieved. When a part of your Locational Armor reaches zero then it is no more active and hits to that body part will cause Locational Damage as normal. In every game-mode you will start with some armor on every part of your body and in some game modes you can increase this value by picking up items (This is only possible in Deathmatch and Singleplayer).

Security Helmet: The Helmet protects you from hits to the head. Normally it is the weakest spot of your armor. As Head-Shots are very deadly this is also an important piece of your personal armor. Collecting one of these in the field will add 25 Armor points to your current armor value in the Head location. Security Helmet
Kevlar Vest: This is the Largest and Strongest part of your Locational Armor. It protects both the chest area of your body as well as your stomach from damage. Wearing a Kevlar Vest is a good way to avoid bleeding, as it removes the bad side effects of Stomach and Chest shots although you can still start to bleed if shot in the legs but this is very ulnikely. Collecting a Kevlar Vest in the filed will add 50 points to your Chest and Stomach Armor Value.

Kevlar Vest

Plated Trousers: The Trousers protect you from Damage to the legs. But they do not prevent you from breaking your legs by falling too far. Collecting this Item in the field will add 40 points to your Legs Armor Value.

Plated Trousers

 

Negative Side-Effects

But Locational Damage and Armor is not the only new addition to the combat system. There are now some new 'states of being' that you may enter either with the help of your enemies or with your own effort. They are all negative and may be caused by a multitude of events such as weapons or falls. A small list of the new Effects follows.

Bleeding: You start to bleed after being hit by a non-explosive weapon (kinves, guns, Nail Grenades...) without wearing protecitve gear. The chance to bleed depends on the part of body hit with the weapon (for details see the Locational Damage section). Multiple hits might cause multiple blood losses and the strength of the shot also influences the blood-loss you will suffer. While suffering from blood loss your health will decrease (The stronger the Bleeding the faster your health decreases). Bandaging will stop this effect.

Hurt Legs: You can hurt your legs by falling more than about three to four meters, being shot in the legs or by running into a burning flame or over caltrops while not wearing any protective clothing (see the Locational Armor section for more details). Hurt legs slow you down and let you walk with a limp. While your legs are hurt you also can't jump that good any more. The strength of the movement and jumping hindrance depends on he amount of damage recieved to the legs. This effect can be stopped by bandaging.

Burning: After being hit directly by the Flamethrower there is a chance of being set on fire. After you were set on fire you will run around as a human torch while constantly loosing health. The flame will either go out by itself after some time (but you will be propably death by then) or you will ahve to extinguish it by either jumping into water or standing near one of the medics Heal-Depots.

Concussed: This Effect can only be caused by a Concussion Grenade. While you are concussed your vision blurs an your ability to coordinate oyur movement suffers greatly. This effect will wear off after some time, depending on how close you stood to the center of the grenade detonation. The First-Aid-Kit of the Medic is able to remove this Side-Effect.

Blinded: This Effect can only be caused by looking into the explosion of a Flash Grenade or by looking into the explosion of an EMP Grenade while you are wearing Nightvision Goggles. As long as you are blinded your screen is blank white but this effect will also wear off after some time, depending on how close you stood to the center of the grenade detonation.

Hallucinating: --- Forgot what this was about -- maybe because it is not implemented yet ---

 

Accuracy modifications

With the implementation of locational damage the accuracy of a gun got an increased importance. In normal Q2 all you have to do is to hit you opponent but in NF you have to aim for special locations (e.g. the head). This means that accurate weapons can be very powerful if you can aim with them. Every Weapon has got an acuracy value (this can be edited in the weapons.cfg). The higher this value is the more inaccurate the weaopn is. But aside from this weapon-based accuracy differences there are other ways to reduce your accuracy. Your movement type affects your accuracy.

Running: This makes your weapon very inaccurate. it is very hard to aim for certain parts of a body.

Walking: This is also negative for your accuracy. It isn't as bad as running, but the effect can still be felt.

Crouch-Movement: This is a slightly negative for your accuracy.

Standing: This has no effect on your accuracy at all.

Crouching: This even gives you a small bonus on your accuracy.

Another way to affect your accuracy are the different fire-modes of the automatic weapons.

Burst-fire: This is more accurate than full-auto. It gives you a small bonus to your accuracy.

Full-Auto: This does not give you any bonusses on your accuracy and Submachineguns have to cope with the recoil.