laclongquan
Arcane
Or perk like Tough Old Bird, ensure at least one HP remain, and normal condition despite severe wounds.
Growing HP is realistic, because changes in organisms of combat veterans make them literally harder to kill than rookies.
JA2 had slowly increasing HP. It worked well.
Just muscle tissue? Could be also changes in how organism reacts to wounds.Growing HP is realistic, because changes in organisms of combat veterans make them literally harder to kill than rookies.
It's called muscle tissue and it's why HP is based on Strength.
Have you considered messing with crit tables and weapon damages? In my Fo1 mod, I changed critical hits in following ways:I've been speaking with the dev team about it, and the decision ins't entirely set in stone, but so far we're going to go with optional Fixed HP mode using this formula:
Another alteration, let's call it the High HP Formula:
Base: 20
3*5 = 15
7*5 = 35
35 + 20 +15 = 70 HP (good? Too much?)
Let's try a high-but-not-maximum EN/ST based character:
3*8 = 24
7*8 = 56
100 HP (!)
Let's see the maximum:
3*10 = 30
7*10 = 70
120 HP (!)
This the human/general critter formula, mind. It was thought in a way that allows the normal player to make some mistakes before being destroyed, assuming he's on a area he can take with his current level and gear. I'm still unsure how we're going to do Super Mutants and other absurdly beefy beings (Centaurs, Deathclaw-like monsters, etc) - I'm still undecided between changing the formula for them or just going with beyond 10 SPECIAL stats. Robots will rely on a mix of high DT/DR and high HP, but mostly armor.
Aside from ST/EN, HP can be raised with perks, cybernetics and drugs.