dkilgo
First Post
I agree with certain "called shot" systems actually working when applied properly.
Kreynolds and I are devising a system that works well with the critical hit system. Our locational damage system is based off of when a character actually succeeds with a critical hit. Once the hit has been confirmed you use the "map" to decide where you hit this particular character. All areas of concern offer different penalties, and some of them stack to a limit. The system works really well when a group of characters don't threaten too many criticals, but when you enhance the ability to threaten a critical hit then it really gets complicated. We are working on a way to stream line this into a more structured and organized system that does not occupy too much time within the game.
Kreynolds and I are devising a system that works well with the critical hit system. Our locational damage system is based off of when a character actually succeeds with a critical hit. Once the hit has been confirmed you use the "map" to decide where you hit this particular character. All areas of concern offer different penalties, and some of them stack to a limit. The system works really well when a group of characters don't threaten too many criticals, but when you enhance the ability to threaten a critical hit then it really gets complicated. We are working on a way to stream line this into a more structured and organized system that does not occupy too much time within the game.