Introduction
Ghost Recon's damage model
can be a little bit of a mystery. How quickly do characters
heal? Do different parts of the body react differently? Is
multiplayer damage different from single player? Can one shot
generate more than one wound? By examining details revealed
by the Development Team, and undertaking experiments, we can
answer these questions and with our new injury and recovery
awareness, be better prepared to assemble the Ghosts for battle.
The Damage Model
Let's take a look at how Ghost
Recon handles injuries, up steps Greg Stelmack (Ghost Recon
Designer) with a detailed explanation.
"The combat model generates
a chance for each hit to be an incapacitation vs. a wound.
There is always a base 10% chance for an incapacitation
no matter where you hit. An actor in the game can take (1+stamina)
wounds before going down (i.e. a 2 stamina goes down on
the third wound).
In multiplayer, all players in the game
get their attributes from the multiplayer actor files. The
base versions that ship have 1's for all attributes. This
means that in multiplayer players can only take 2 hits anywhere
before going out.
Note that over penetration is modeled.
This means that if you shoot an arm or leg at the proper
angle, you can generate multiple wounds if it penetrates
through to the other leg, arm, chest, or other body part.
And if you aren't happy with most
of these odds, most of it is moddable (not the base 10%
for incapacitation, but the "kill energy" of each
round, the multipliers used for each body part, and the
stamina values for the actors in the game can all be tweaked
to match how you want it to play)."
That explains how the team designed the
damage model to work - but how does it really work in practice?
How it works
Injured characters will heal at different
rates according to various factors. The major factor towards
recovery is obviously rest. Leaving an injured Ghost out of
the following mission will speed his recovery back to a normal
level.
The endurance statistic also has a part
to play, as does the area of the body that is injured. Usually
the arms and legs will heal faster than a body injury. For
a Rifleman with an Endurance rating of 2 for example, the
limbs could heal from a light injury in 3 missions, the body
might take 5 missions to recover.
A Rifleman with maximum Endurance has a
faster healing process, and may recover from a limb injury
in only one mission, and a body injury in two.
Always remember that there are other factors
involved that will introduce a variable recovery period, but
generally speaking, the above is a good indicator.
Conclusion
We hope this report helps explain some of
the mystery behind Ghost Recon injuries, and assists with
the character selection during your campaign.
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