Summary
Realism overhaul focused on wound location, bleeding and downed states. Beta — expect rough edges.
Description
Beta. Values are still being tuned and will change between versions.
A realism overhaul for the character damage system. The core idea: where you get hit should matter.
Wound location
Vanilla gives almost every body part the same bleeding rate — a hand wound bleeds like a femoral artery. This mod sets bleeding per zone based on vascular anatomy. Thigh and groin hits are now the most dangerous wounds on the body outside the neck. Hands and feet are an inconvenience.
Downed instead of dead
Vanilla drains your health pool faster than your consciousness pool, so you usually die outright rather than going down. That's inverted here. Getting hit is more likely to put you on the ground with a clock running, giving your squad a reason to come and get you.
Treatment does something
Healing a downed teammate had no effect on consciousness in vanilla. It does now — stop the bleeding and they'll come round.
Stamina and load
Sprinting costs more, sustained running costs less. Encumbrance now scales across your full carry capacity instead of capping out at 50 kg. Roughly 15 kg is free; past 60 kg you're walking.
Breathing
Exhaustion no longer makes you wave your rifle around. Breathing gets faster when you're winded, as it should, but the sway amplitude stays close to normal.
Feedback welcome — particularly on timings, since those are the hardest thing to judge solo.
License
Arma Public License (APL)