[quote=“Sharklaser, post:7, topic:2727”]As far as bodyparts have no real use there is absolutely no need to create hit locations. They would give absolutely no benefit or add to the gameplay in any way. They add visual effects to 1st person shooters, but in roguelike they are useless.
All effects of aimed hits are currently measured in different maluses and that is their only direct result. These attacks can create objects (torn feet, arms and heads) to world as separate objects for artistic/narrative reasons, but these objects dont need to have complex rigging behind them.
So. Solution is not to have aiming - but different called attacks that create these maluses.
For example like this:
Crippling hit - Costs 30 time units more, has 20% additional chance to miss but if it hits it slows down enemy by 1d6*5, upto maximum of -60% movement speed. (Description: You shoot enemy in the leg bursting the kneecap/breaking bone etc). Good hit creates “Bloody foot” object.
Head shot - Costs 30 time units more, has 50% additional chance to miss but automatically crits with 1,5* more damage. (Description: Headshot! Brains splatter all over!).
Disarming shot - Costs 45 time units more. If creature is carrying anything this hit has 70% chance to make creature drop whatever its carrying and get 70% of normal damage. With enough damage creature gets also 1d6*10% malus to manipulative skills and with more than 50% hit is received “Bloody arm” object is created…
Etc etc. No need to rig complex bodypart system. All the related things can be created with maluses and narrations.[/quote]
2 Words: Dwarf Fortress.