My fault since I did not explain the exact mechanics I was expecting to implement at first.
My plan is:
When you get hit with any weapon, laser, projectile, explosion, whatever, I pick a random body part that it will hit. There will be an equal chance to hit any body part. That chance is 25% for each location since there are 4 possible locations that can be hit. For example, if you walk up to some person, and hold a shotgun to their chest, you stand an equal chance of hitting their chest, legs, head, or arms. We can say this might be realistic since the person getting shot doesn't want to, and may grab the shotgun aiming it down, or block with their arms, or start to duck, or something.
When the person is hit, there is damage done to their body part that was hit. This will always create a wound of a certain amount, unless the armor completely blocks the damage. This wound will (for now) always bleed, and the additional damage done each turn will be equal to 10% of the wound's damage. This damage is truncated, so any wound under 10 hp will not cause blood loss. (Let me know if you want this changed). Even if the wound is caused by laser, it will still be bleeding. (If you want, I can look into making all laser wounds already treated, but for now I won't).
I disagree with treating the wounds in the order they were created -- I feel it would be better to treat the worst wounds first, but I will do as the proposal states. Please change this though. It feels silly to treat a non bleeding 5 hit point arm wound when there's a 30 hit point head wound gushing blood just because the head wound was done after the arm wound.
The hit points of the person will decrease with any wound suffered, no matter where it is. If the total number of hit points in wounds equals/exceeds the total number of hit points the person has, they will die. No matter where the wounds are. IE: If the person gets shot in the arm for 50 hit points of damage, and they only have 30 left, they're dead.
To find out how much a skill has decreased due to damage, you take the total number of wounds on the body part, and divide that by the total number of hit points the person has. The result of this division is the percentage of skills reduced. IE: If the person has 100 hit points total, and has 20 hit points of damage in the arms, they will have a 20% decrease in their accuracy with any weapon, and a 20% increase in the turn units needed to use any weapon/item. If they have 50 hit points total, and 10 hit points of damage in the arms, they will be affected the exact same amount as the person with 100 hit points total, and 20 hit points of arm damage.
When they are cured with a medikit, they will recover 20% of the hit points of that wound, and the wound will be considered treated. This is subject to change, but it's the number I randomly picked. IE: If they have 100 hit points total, and have an untreated arm wound of 20 points of damage, that is immediately treated by a medikit, they will then have an 16 hit point arm wound that is now treated, and will no longer bleed. They skills will increase by about 4% accuracy for all weapons as well, and their turn units for using the weapons will decrease by 4%.
So, in summary of my current plans:
If they have 100 hit points total, and a 20 hit point arm wound that's untreated, they will lose 2 hit points per turn until they are treated. They will have a 20% decrease in accuracy with all weapons, and a 20% increase in turn units to use any weapon/item. If a medic doesn't arrive for 5 turns, the wound will have reached 30 hit points of damage, and the person will start losing 3 hit points per turn until they are treated. When the finally get treated on the 6th turn, the will then have a 24 hp arm wound that is treated, and they will have a 24% accuracy decrease, and a 24% increase in turn units to use any weapon rather than 30% (before treatment).
I would like to change it so that people can treat their own wounds, but last I saw, this can't be done, and there's probably a reason.. So I won't change this unless asked to.
So, to answer your questions directly:
Every hit causes a wound. The shot damage is applied to the body parts. All damage done to body parts is subtracted from the main health bar. There is only 1 health bar. You can do unlimited damage to any body part, and the person will die only when all the body part damages equals or exceeds the main health bar's hit points.
1) high damage shot --> has little health left in the main bar and is bleeding a lot.
2) low damage shot --> has much health left in the main bar and is bleeding a little.
Both can be true.. But it is more likely 2, since damages will be less after balancing.
The shots create wounds on the body, but the wounds affect the health bar as well. IE: If you take a 20 point wound in your arms, your main bar is decreased by 20 as well. Bleeding affects both the wound, and thus the health bar as well. If you bleed and your wound is 2 points worse, your health bar also decreases by 2 points.
You can calculate the value of the health bar by:
The max hit points of the person minus the value of each wound on every body part.
Shot damage directly affects the main health bar. Since there is only 1 health bar, it may be confusing to keep calling it the main one.
There is a second bar, a stun bar, but it has nothing to do with the health bar. In other words, the stun bar also takes the same amount of damage to deplete, regardless of the health of the individual. There already appears to be some stun code in place, so it will probably just use that.
Please let me know of any changes that need to be made, or if you have any other questions about my plans.