Skylarr, on 20 March 2013 - 06:48 AM, said:
Also, In a Video Gane you are not always firing at the same location. you try to hit the torso, but, your shot may go to the arm or leg or even to a limb on the other side of the mech.
If you want make it close to a video game then if you mis yo will need to see how far off you shot it is. Is it hitting another location or missing all together.
Yes, indeed. My approach currently is this:
You roll one attack roll, but compare against two figures. The first is the basic "do you hit at all?" roll and is easier than the second roll, which is "do you hit where you intended to".
I didn't want a roll system for "how far are you off". Instead, if you fail the second difficulty, the defender chooses one "adjacent" hit location, with a few specialities:
Head is (probably) the only hit location that also gets the "no hit at all "hit location adjacent ot it. Which means by default, if you aim for the head and miss, you miss entirely.
Arms and Legs might get a "half-miss" adjacent location. That means the attack will deal only half damage, but you can't miss them completely, unlike the head.
Left Torso has Left Leg, Left Arm and Center Torso as adjacent, and of course it's symmetrically the same for the right torso.
Center Torso has head and side torsos as adjacent.
The defender can either choose to have all damage apply to the adjacent location, or to have it split between the intial and secondary. That's useful if both locations are already severely damaged and you want to avoid structural damage - and also to lower the impact of structural damage. Critical Hits will depend in some way on how much damage a location's structure takes, so halving that damage can be quite useful, even if it means that you take crits on more than one location.
I suspect I will need alternative adjacency matrixes for rear shots and side shots (and maybe also for artillery strikes from above?), but the ideas will probably be similar.