Right now, certain weapons have statistics that cause accuracy to drop when you are shot, the amount of which is directly proportional to the bink value of it's weapons.ini. However, I think that this should be done differently.
Imagine this:
Self Bink: 1/0 (1 is yes, 0 is no)
SB Amount: integer (not sure how negative integers would work, maybe guns that starts out innacurate and gets better?)
Bink: 1/0 (1 is yes, 0 is no)
Bink Amount: integer (this is how much a shot from this gun binks the OPPONENT when they are hit by it)
Bink X%: (optional) any integer, represent a percentage. This is a bit complex. Let's say that you are hit by a weapon with a Bink Amount of 50. And the weapon you are currently using has a Bink X% value of 50. So, you would only take 25 points of bink as 50% of 50 is 25.
I thought up this idea because, in the current format, bink and self bink cannot exist on the same weapon. Either one or the other, never both, which I feel limits the weapons diversity. But, there was another reason.
If you were to be hit by a 9mm, it should not affect you as much as if you were hit by 7.62 NATO or (if you want to be cruel) by .338 Lapua magnum round. Similarly, if you were holding a handgun and got shot, your accuracy wouldn't be affected as much as if you were holding a SMG or a rifle. This is the purpose of the Bink amount and Bink X% values.
If these were implementer, it could add depth to the weapons, giving each one a more specialized use. It could also pose possible solutions to weapon balancing issues by increasing the number of variables that can be tweaked.
Imagine this:
Self Bink: 1/0 (1 is yes, 0 is no)
SB Amount: integer (not sure how negative integers would work, maybe guns that starts out innacurate and gets better?)
Bink: 1/0 (1 is yes, 0 is no)
Bink Amount: integer (this is how much a shot from this gun binks the OPPONENT when they are hit by it)
Bink X%: (optional) any integer, represent a percentage. This is a bit complex. Let's say that you are hit by a weapon with a Bink Amount of 50. And the weapon you are currently using has a Bink X% value of 50. So, you would only take 25 points of bink as 50% of 50 is 25.
I thought up this idea because, in the current format, bink and self bink cannot exist on the same weapon. Either one or the other, never both, which I feel limits the weapons diversity. But, there was another reason.
If you were to be hit by a 9mm, it should not affect you as much as if you were hit by 7.62 NATO or (if you want to be cruel) by .338 Lapua magnum round. Similarly, if you were holding a handgun and got shot, your accuracy wouldn't be affected as much as if you were holding a SMG or a rifle. This is the purpose of the Bink amount and Bink X% values.
If these were implementer, it could add depth to the weapons, giving each one a more specialized use. It could also pose possible solutions to weapon balancing issues by increasing the number of variables that can be tweaked.