1) randomiser of unaimed shots
every time you shoot unaimed there is a chance to hit random part of body (except fire,explosive and maybe plasma damage attacks and bursts)
it makes unaimed shots more useful and variable
i see it something like that:
if(aim==HIT_LOCATION_NONE && valid(cr) && valid(target) && dmgType != DAMAGE_FIRE && dmgType != DAMAGE_EXPLODE)
{
int roll = Random(1,100);
if (roll <= 5) aim=HIT_LOCATION_HEAD;
else if (roll <=12) aim=HIT_LOCATION_LEFT_ARM;
else if (roll <=19) aim=HIT_LOCATION_RIGHT_ARM;
else if (roll <=26) aim=HIT_LOCATION_GROIN;
else if (roll <=33) aim=HIT_LOCATION_RIGHT_LEG;
else if (roll <=40) aim=HIT_LOCATION_LEFT_LEG;
}
2) Block - new mode for critter
how it engaged:
block activated by trying to sneak while there is still cooldown (so its block instead sneak in combat because battle and sneak timeouts both affect sneak)
block wears off when blocking char attacks
how it works:
if attacker and blocking target at adjustment hexes or its melee attack that start block roll - compare unarmed/melee of target and atacker weapon's skills
block work on attacks to body/head/eyes/arms - attacks to groin and legs unblockable.
block work only on front attacks (no blocking by back, not ninja turtles style)
block work only with unbroken arms.
block works only human-human combat (no blocking molerat's attacks, i think that unapropriate)
block dont affect fire/explosive damage
blocking works only if blocker's weapons lighter then 2kg (it makes only pistols and melee weaps no blocking with flamers and miniguns) and have light armor on them (no blocking in combat armour or metal armour).
how it affect:
succsesfull block decrase "chance to hit roll" for attacker and retarget attack to arms (maybe lowering damage for some degree)
examle: Sniper shot Unarmed figther to eyes point blank, now there is check to simplify something like that (random(1,100) + target.unarmed - attacker.smallguns >50)
if succesfull there is random(0, target.unarmed/5) penalty for chance to hit and if hit, attack would go to arms instead eyes.
+as bonus to block - hth evade perk rework to apply block mechanic for distance attacks (yeah, Neo style), but with 50% to drop block after each blocking attempt for balance.
whole block concept is for light armed / unarmed chars, scouts and for adding variation for close range fights.
(shooter-unarmed hybrid with pistol at point blank range could block only-shooter-guy with rifle)
both game mechanics innovations work now on small russian RP server as small features and dont create imabalance at least as i know.
ps: sorry for bad english, if something unclear or you interested in that feature i could describe more detailed/ with code.