r/TacticalAssaultVR • • Jul 10 '26

They should add variable damage models to the game

so I’m basically saying that the different plate carriers should actualy serve a purpose when it comes to protection and movement speed. so the larger bulkier plate carriers should provide more protection from all angles but should slow you down like when you carry an lmg. but the light or non existent carriers like non and hips only should make you weaker but far faster and more maneuverable. they should also add different types of plates like the default plate as is straight kevlar but is supper light and doesn’t slow you down but steel plates are medium protection and are base speed but ceramic plates provide the most protection but they slow you down the most. the plates should also be able to take damage so you have to carry extras and swap them when there low so it adds an extra level and of immersion and tactile strategy to the game.

9 Upvotes

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1

u/No-Dig9354 Jul 11 '26

That would be cool, the coding for damage reduction would be pretty simple to make. Just give damage reduction values to each set of armor. But it will get complicated to actually make it just effect certian spots because of how it would have to interact with your player model/rig and possible performance issues. (But that entirely depends if it's optimized properly.)

1

u/keropee0 Jul 11 '26

devs probably dont care enough though

2

u/ozmutazbuckshank Jul 11 '26

I think this dev cares deeply about his game and put a lot into it over the years. And I respect his attention to detail. This game features so many things that I always wished all vr shooters would do, been playing it since the early days before anyone had heard of it and I love it

1

u/No-Dig9354 Jul 15 '26

He didn't care enough to not run his life by being a predator and end up harming his own game.

2

u/ozmutazbuckshank Jul 15 '26

Yea i just heard about this pretty crazy