Regional Damage

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*This page is about the system which handles how characters receive damage. For the measurement of a character's vitality, see Health and Armour System*

The **Regional Damage System** (often abbreviated as RDS) is a unique and intricate mechanic in Azpect FPS that adds realism and complexity to the health and injury system. It provides a balanced approach between the simplicity of the fixed-scale Health and Armour system and a realistic way of handling how characters receive damage. In this system, different regions of the body, including the head, torso, arms, and legs, have their unique "damage capacity" values. Each region can endure a specific amount of damage before becoming fractured, leading to various negative effects for the character.

## //: Details

In essence, each region of a character's body possesses an attribute known as "damage capacity," indicating the amount of concurrent damage it can endure before becoming fractured. Fractures in regions other than the head result in adverse effects on the character, often leading to reduced mobility, impaired accuracy, and gradual Health Points (HP) decay. However, the head region, being the most vulnerable, experiences a more severe consequence — a fractured head results in immediate Termination, entirely bypassing the Fight for Your Life stage. The presence of Armour Points (AP) offers protection against region-specific damage, effectively preventing or mitigating damage by absorbing or deflecting the impact through the electromagnetic shield of the AX-01 Vital Indicator Device.

### //: Region Anatomy

The character's body is divided into the following regions:

* **Head** [50 Capacity]: The most vulnerable region with a capacity of only 50 damage. A fracture of the head results in instant termination, skipping the "Fight for Your Life" stage. This essentially guarantees instant death upon receiving a shot to the head via a medium- or high-calibre rifle, encouraging both the use of AP for the victim and also excellent marksmanship for the assailant.
* **Torso** [100 Capacity]: With a damage capacity of 100 damage, the torso can withstand the most damage compared to other regions. However, since the character's max HP is 100, managing to fracture this region always results in the character either being downed or terminated.
* **Arms** [75 Capacity]: Both arms have a capacity of 75 damage each. Fracturing an arm results in decreased accuracy and longer times for reloading and equipping weapons and items. Fracturing both arms has a drastic impact on accuracy and severely impairs the character's abilities.
* **Legs** [75 Capacity]: Each leg can take 75 points of damage. Fracturing a leg reduces the character's movement speed and stamina recovery rate. Fracturing both legs further decreases movement speed and has additional negative effects.

To provide players with vital feedback on the status of their character's body, a visual representation is displayed above the HP and AP bars. This small body map employs a colour-coded system to convey the level of damage sustained in each region. The colour transitions are as follows:

* **White**: Undamaged
* **Yellow**: Slight damage, <50% damage capacity
* **Orange**: Moderate damage, <75% damage capacity
* **Red**: Severe damage, <100% damage capacity
* **Black**: Fractured

### //: Fractures

When a region reaches or surpasses its specified damage capacity, it becomes fractured. This condition is informally referred to as having a "blacked out" region, alluding to the blacked-out appearance of the region on the body map. Having at least one fractured region induces gradual HP decay at random but lengthy intervals. This ensures that a fracture won't end the character's fight, but leaving it untreated will eventually result in death. Moving around increases the rate of decay depending on the stance the character is in or if they are sprinting, and each subsequent fracture multiplies the amount of HP deducted per interval by 25%. The rate of decay also steadily increases the longer the fracture persists, although it could take minutes before drastic effects can be noticed.

Any "blacked out" region of the body cannot receive any more damage to that region, therefore any further damage that does get inflicted to a fractured region will instead be spread evenly across the remaining regions. For instance, a fractured right arm that receives 25 damage will instead deal 5 damage each to the head, the left arm, the torso, and both legs.

The implications of a fractured region vary, contingent upon the specific location of the fracture:

#### //: Head

* Immediate termination (bypassing Fight for Your Life stage).

#### //: Torso

* The character is sent into Fight for Your Life if each condition is met, otherwise results in termination.

#### //: Arms

* **Left Arm Fracture**: Slight decrease in accuracy and 25% longer times for reloading and equipping weapons/items.
* **Right Arm Fracture**: Substantial decrease in accuracy and 50% longer times for aiming down sights, reloading, and equipping weapons/items.
* **Both Arms Fractured**: Drastic decrease in accuracy, 75% longer times for reloading and equipping, inability to climb obstacles, and character is unable to aim down sights.

#### //: Legs

* **Fractured Leg (Either)**: Decreased Stamina recovery rate and -25% movement speed.
* **Both Legs Fractured**: Further decreased Stamina recovery rate, increased Stamina recovery delay, -50% movement speed, and character is unable to sprint, jump, vault, or dive.

### //: Sprains

There also exists the possibility of sprains occurring at joints of the regions, and are essentially a milder version of fractures. Sprains typically occur when experiencing high amounts of kinetic energy, such as falling from a height, being struck with a heavy projectile, being caught in an explosion, or even being struck by a vehicle. However, sprains cannot spread damage to other regions and simply only carry the negative effects of a would-be fracture to the respective region. Sprains are treated the same way as fractures, however uniquely will eventually go away after some time.