Last night I decided that I wanted to revise the damage values in my XML files for JA2 1.13 but before committing to all those hours of work I thought it would be a good idea to present my ideas so that I could hear experts' inputs about if they seem sensible or not.
I've noticed that in the XMLs damage starts at about 25 for 9x19mm and that it inches up point by point or so as we go through pistol calibers. So .40S&W does 26 damage, and .357, .45ACP and so forth are basically only doing 1 or 2 more points of damage than the basic hit from 9x19mm. The game doesn't really differentiate between damage value (i.e. trauma) and armor penetration, so I feel like there's something of a problem when this stepladder approach to damage gives 5.56 cartridges damage values of 30 or so. I feel as if a rifle cartridge should really have a jump in lethality and penetration compared with 9x19mm pistol cartridges. A similar effect occurs when we compare 5.56 to 7.62 NATO, where 7.62 NATO isn't really that much more damaging than 5.56 even though 5.56 is infamous for poor stopping power and everyone likes to talk about how 7.62 NATO is so much better.
In order to think about how I'd want to assign damage I would have to first decide what, in game terms, would be considered to stop or not stop an "average" person. According to in-game text, an attribute of 55 is considered "average", both for skills and attributes. 100 is the maximum score a character may have, and scores bottom out around 35 or so for attributes and at 0 for skills.
Some NPCs who theoretically would have no firearms training, such as a fat lady on a vacation, don't have Marksmanship skills of 0. Mrs. Kulba, IIRC, has a score of like 30 or 40 for MRK. So I would extrapolate that we should consider in game terms that a truly feeble person would have around 35 hitpoints, and an average person in decent physical shape would have 55 hitpoints.
Another point is that people go unconscious and helplessly bleed out when they reach 14 hitpoints. So in order to "drop" (as opposed to instantly kill) a typical person you'd need to do around 40 points of damage in one hit.
The final detail that I'll reveal for the purpose of our discussion is that the damage values for rifles in the default XML tables max out at 60 for 12.7mm soviet antimateriel rifles.
What does this mean? In the default game hits from firearms will average between 25 and 60 points of damage and it takes 40 to incapacitate a typical person, although damage values can vary quite a lot on a per hit basis.
Therefore, I would consider revising on this basis:
With handguns the expectation is that it would take at least two hits to incapacitate an average person wearing no armor and sometimes several or more. At the same time, I want to "make room" in the damage scale for there to be sizeable differences between, say, 9x19mm, .44 magnum, and those quiet Soviet 9x39 sentry popper carbine cartridges. So, I'd consider starting the damage scale for 9x19 down at 15, and I'd have the damage scale or increasingly beefy pistol cartridges inch up towards 25 from there.
Then, in order to represent the jump in effectivness from pistols to rifles, I'd keep 5.56 at 30, so it would be doing an average of at least 5 more points of damage than even bigass pistol hand cannons. Remember that armor penetration is mixed up with trauma in this game and that after the beginning of the game virtually all of the opposition wears armor.
If I'd kept 5.56 at 30, what would a good benchmark for 7.62 NATO be? 40? 45? I figure that if I had a reasonable figure for 7.62 NATO I would be able to adjust .300 winmag, .338 lapua magnum, .30-06, and 7.62x59 Mauser accordingly as being a few points higher or lower. If you've got any suggestions for me regarding how these cartridges should stack up with 7.62 NATO, as well, I'd be very grateful to hear them.
Lastly, what should the damage value for .50 BMG and 12.7mm soviet be? Is 60 too low?
I should add that I plan to adjust the armor to basically provide better protection, too. My plan would be so that the best armor in the game, i.e. field op upgraded dyneema, would provide NIJ level III protection, and thus even if a character wearing it is hit with 5.56 cartridges he or she should take no damage. I'd also plan that the ceramic plates, when added to the aforementioned armor, would result in NIJ level IV protection, so that a character wearing the field op upgraded dyneema armor with ceramic plates should be able to take a .30-06 AP cartridge on the chest with no damage at all.
(originally posted at Bear's Pit)