The natural human reaction is to "blink" or close the eyes in pain or surprise..
In regaurd to the game, right now when you get hit by a bullet or injured in any way you get the blood/shading effect around the edge of the screen. Well that's cool and all but, sadly, it's not very realistic. What exactly does it simulate?
Lets take this to the next level of realism. I think we need to focus more on simulating the players eyes closing when pain is inflicted upon them or an explosion goes off near the player.
Example-
Before:

After:

Now this effect is very dramatic as it covers virtually ALL of the screen. But if used correctly it would be extremely realistic.
In most cases this effect should be used no more than roughly half a second. This effect would be kept minimal but still need to be quite effective. For more dramatic damage the effect could be used for a longer duration or it could be used in junction with the blurring effect (currently used on explosion damage) to create a MUCH more realistic disorienting affect.
When in critical condition the effect can also be used. If someone is in critical condition to the point where they are on the brink of death, chances are, thier eyes are going to be closed or heavily squinted.
If we can incorperate this effect I feel we can create THE MOST immersive combat atmosphere and experience the Battlefield Series has ever seen.
Lets take this a little further. Lets look at explosions. If a grenade went off 10-15ft away from you, you're going to feel it. It's probably going to hurt and it's probably going to scare the shit out of you. But your first natural reaction is going to be "eyes closed". Now with explosions, the closer the explosion is to the player, the more damage it does. The more damage it does, the longer the effect lasts.
BUT we don't want to keep the players eyes closed the whole time because that would get annoying. So, after the players eyes open back up after encountering an explosion we still have the Burring effect. We can make the blurring effect last a little longer than the "closing-eyes" effect so that when the player "opens his eyes" they are still disoriented because their vision is blurry.
If this is possible to incorporate into the Mod I really feel it will make a huge impact on originality and the overall realism experience.
I had recieved a really awesome idea from [R-DEV]Lifetaker while chatting on MSN. He could not understand for the life of him why players were allowed to run after they had been shot. We came to the conclusion that IRL when a person gets shot or shot at, in a combat situation, the first reaction(besides blinking or closing eyes in pain) is to hit the ground or run for cover. We also realized that depending on where the person was hit would depend on wether or not they could run to cover or just hit the ground.
SO, here's what we came up with. Depending on where the player gets hit, the stamina bar should be punished/taken away from when the player gets hit.
For instance, lets say the player gets hit in the leg. The stamina bar should go all the way down. No running for a soldier with a bullet in his leg. That's the reality of it. However, if that soldier was hit in the arm, the stamina bar would only go down a little because the soldier can still run for cover because his arm is used very little for running.
Based on the above logic and incorporated effects, I feel, we could come up with THE most realistic damage system for BF2 that can be concieved of right now. That is, of course, providing that it's possible to do any of this.









