Units / Infantry / 02
Infantry · Gameplay Rules
Vision, body-part damage, weapon types, damage effectiveness, movement, and equipment customization.
01Vision & Survival
- Fog of war: All infantry reveal their surrounding area of the map, dispersing nearby fog of war.
- No health bar: Survival is determined by the body part that takes an effective hit rather than a conventional health pool.
02Hit Zones & Injury States
Head / Torso
An effective hit causes immediate death.
Arms
An injury to either arm prevents use of the primary weapon. If both arms are injured, no weapon can be used.
Legs
An injury prevents movement.
03Damage Types & Firearms
There are two damage-determination types. Only the first, firearm damage, has been specified. The second remains to be defined.
| Ammunition type | Weapons |
|---|---|
| Type 1 | Pistols, submachine guns |
| Type 2 | Rifles, light machine guns |
| Type 3 | Heavy machine guns (USA vehicles only) |
04Armor & Effective-Hit Probability
Each of the three ammunition types has distinct falloff-start and zero-effect distances against unarmored targets, body armor, and helmets.
- Falloff-start distance: Beyond this distance an otherwise successful hit begins to have a chance of being ineffective. Probability is still 100% at the threshold.
- Zero-effect distance: At and beyond this distance, a hit is guaranteed to have no effect. Effective-hit probability is 0%.
- Between thresholds: The effective-hit probability decreases quadratically. This is the probability of an effect after a hit, not weapon accuracy.
One possible quadratic interpolation (curve details subject to design):
P(d) = 1 − [(d − d₀) / (d₁ − d₀)]²d is the firing distance; d₀ is the falloff start; d₁ is the zero-effect distance. P=1 when d ≤ d₀ and P=0 when d ≥ d₁.
P(d) = 1 − [(d − d₀) / (d₁ − d₀)]²d is the firing distance; d₀ is the falloff start; d₁ is the zero-effect distance. P=1 when d ≤ d₀ and P=0 when d ≥ d₁.
05Movement & Equipment Weight
With no equipment, infantry move at 6 m/s. Equipping any item reduces movement speed according to its weight. The weight-to-speed formula is yet to be specified.
06Customization Options
Body armor
BOOLHelmet
BOOLExperience
BOOLAffects shooting accuracy and survival time after a limb injury.
Secondary weapon
BOOLCan be used if one arm is injured or the primary weapon runs out of ammunition. If both arms are injured, no weapon can be used.
Primary weapon
1 OF 4Choose one of four options; the actual weapon choices are still unspecified.
Carry extra ammunition?
BOOL