for fun, i like to think about rules and mechanics for an FPS i'll probably never make
are there drawbacks to using AP rounds? are enhanced penetration rounds associated with higher or lower velocities?
if you were designing an FPS, what kind of drawback would be fair for electing to use AP ammo?
what about overpressure ammunition?
>>30987869
AP Ammo: Ignores 3 points of armor and acts like normal high velocity ammo if armor not apply and gets +2 pen to any standard roll
High velocity Ammo as an accross the board class modifier for ammunition types that have HIGH VELOCITY in their description such as .223/5.56 or 5.45x39 have an automatic +1 Damage and Ignores 1 point of armor and +1d6+1penetration and any standard ammo that is loaded hot or upgraded to high velocity ignores 1 armor and gets +1D6+2 inches of penetration added to it's normal pen.
>>30987869
Read Black Hawk Down. Green tip "AP" rounds ice pick through enemies allowing them to continue fighting.
For a video game? I'd say 1 shot kill regardless of head armor. But require more shots for body, or for not hitting vitals.
If it's like .50cal then it doesn't matter. If for tanks/apcs, AP goes through armor, HE for infantry.
>>30988214
>If it's like .50cal then it doesn't matter. If for tanks/apcs, AP goes through armor, HE for infantry.
In particular, I'm reading about the VKS rifle and its 12.7 x 55mm rounds:
>Armour penetration : 16 mm of steel at 200 meters, or a heavy body armor at 100 meters.
Does this imply that past 100 meters, a target wearing "heavy body armor" could possibly survive at least one round to the chest from pic related?
>>30988072
I want to play this campaign.
>>30987869
for a game you're focusing way too much on concepts that are extremely negligible in real life let alone in a game
nobody's going to use overpressure shit in a fire fight, and AP is across the board slightly less accurate and does slightly less damage to people
>>30988214
>Read Black Hawk Down. Green tip "AP" rounds ice pick through enemies allowing them to continue fighting.
Depends on the range. Doesn't always happen. At 125 yards or less, M855 is likely to have bullet upset/fragmentation. You just can't depend on it.
>>30988286
Holy shit, I thought the gun in the Arma marksmen DLC was fake.
a .50 BMG bullet in like a .308 case
Problem is that it rainbow arcs like fucking crazy, as in, more than the height of a man between elevation adjustment marks. Totally useless, but quiet.
>>30987869
>realistic drawbacks for AP
costs more
thats about it
>drawbacks for +P
increased wear
try and fire it out of a low-level gun and it'll fucking blow up in your face
>>30988286
>AM NOT OF LIKINGS, COMRADE.
FONV did a nice job with this, though most ammo types were kind of unnecessary and it only really worked because of how the RPG system was constructed. 5.56 went like this:
>Standard: Damage x 1
>Armor piercing: Damage x 0.95 Target DT -15
Slightly less damaging but subtracts a flat 15 from you targets armor before calculating damage dealt
>Surplus: Damage x 1.15 Condition x 3
Slightly more damaging and very cheap but scums up your gun 3 times as fast
>Hollow point: Damage x 1.75 Target DT x 3
Nearly double damage to to unarmored targets but only 1/3 damage to armored
>Match (Hand Load): Damage x 1.15 Spread x 0.65
More damaging, more accurate, but can only be made by hand if you know how
>.223 caliber round: Damage x 0.9 Condition x 0.8
Just for flavor really, weaker but gun lasts longer
None of it would really work in a CoD style FPS, but in a game with persistent world its pretty solid.
>>30988286
Understand this about penetration: VELOCITY, VELOCITY, VELOCITY.
But just because something penetrates, it doesn't guarantee a kill because terminal ballistics are fickle depending on bullet type, caliber, range, body armor, etc. There are just so many factors going on. If it's a hard target and a bullet doesn't penetrate, it'll be fine, but if you get hit by a .50cal and if you're wearing armor and it doesn't penetrate, you're going to hurt a lot, bruise, or die from internal bleeding.