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Hi, this idea and outline was inspired by a mod post (i forget who by) which had a LUA script for gradual armour/health regen.
I had me thinking, and remembering a SF armour concept from the original Traveller RPG and subsequently Twilight 2000 RPG's, where they implemented both a modified set of reactions between different types of armour vs different types of attacks (different in respect of delivered force and energy/impact).
One version (from Traveller) was CSD (Cohesive SuperDense), which could be a substitute for the medium armour - where it's characteristics were (due to super enhanced molecular modified structure) that it was lighter than what would effectively be Class 4+ armour, had a similar anti-shrapnel/projectivel characteristic, but practically spread the energy of impact across the entire body - so (in many projective and lower impact shrapnel hits), the damage experienced ranged from a highly muted by stunning concussive effect to the wearer and if the energy level was high enough, you'd 'ragdoll' as well. It also has the characteristic of, unlike most conventional ballistic armour types, being nearly as effective vs melee weapon attacks as for projectile attacks and partially better vs mainly high concussion shockwave impacts (i.e. explosive force).
A modded Super Heavy would possibly be a variation (again from both Traveller vs directed emission weapons, and high-concussion shockwaves and highly penetrative dense shrapnel as used in Twilight 2000) that combines ReFlec (sci-fi) and what we call 'reactive' armour in the real world. The characteristic of ReFlec (intended for directed energy emission, not entirely effective vs projectives) was the energy gets 'reflected' as light or vibration so meaning only a small percentage of the energy gets through the outer layer - ReFlec is effectively a deteriorating armour. So if you combine the idea of ReFlec (applied to projectiles instead of energy 'beams'

and 'reactive' armour (the kind that explodes when impacted to generate a nullifying effect that heavily reduces inflicted damage at the cost of a residual reduction in armour coverage/grade), you could effectively create a ReactiveCSD effect.
So the script (i say script as my fleshed out ideas were LUA script focused, but it's not set in stone) would take account of armour type currently in use, and if damage was inflicted, a proportional degree of 'health' and 'armour regen' occurs (to reflect the improved armour reaction and reduced passage of concussive/projectile damage) and depending on the scale of impact, ragdoll the wearer as a consequence of energy disperal being higher than the armour can 'soak up' and an effect of inertia.
The end result would probably look like a combined 'godmode' ragdoll where you get shifted, but it's heavily reduced a lethal hit to merely a reduced serious hit, and so look more 'cinematic' whilst still implying that the wearer isn't immune/invincible.
I've used a similar method in a past programming project to simulate a concept of how the molecular density reducing effect armour in the original K.I.T.T. concept was supposed to work (theoretically) when i was putting together a K.I.T.T. simulation engine for a potential game recreation (at the time, the series was new to the UK back in the eighties) - so the maths is a combination of obscure and fairly simple, but definately within the scope of the capability to process within the loop time of a function in LUA on a PC.
As i say, i've kinda been there with the concept in a different form - programming wise/conceptual conversion so it's really not of any motivation for me to reinvent the wheel, but for the modders and script-kiddies - they may get some fun out of trying it out as a simple project.
So for concept references, look up GDW's Traveller RPG info about armour, GDW's Twilight 2000 RPG info about contempory armour (and for that matter, anything associated from real world sources, and be shocked at how inspired the TW2000 stuff actually was), and the molecular armour/paint concept from the original Knight Rider. You could also, maybe, take a cue from the T2:Judgement Day concept of the T2000's reactive damage reduction, where it was supposed to be nano-based, where the nano's that were embedded in the fluid makeup of the T2000 used to 'adapt' their connected patterm to deflect and direct incoming energy/projectile/impact attacks).
So where it goes.. is up to you to figure out..