;DIt's so nice to be noticed ;D
So I guess there are two way's to tweak the gameplay for more realism, or two schools of thought...
On one hand you have Captains method of scripting and mission design, which seems to work fairly well, and is less complicated than most may think. It increases a units longevity, susceptability to damage from small arms fire, and modifies the AI fight or flight response.
On the other hand, you have the modellers approach... which is more like what I was suggesting, ( I am more of a model tweaker as opposed to scripter/mission maker) was special attributes in the unit's design. For instance, the lines such as attendent=true, for the medic's ability to heal, camoflage=0.50000 for a truly well camoflaged ghillie sniper, sensitivity=2 which increases I don't really know what, but I think it's the units ability to spot enemies.
BTW I looked at Black Baron's T-800 addon, and saw that he had these values in the config:
armor=60;
armorStructural=17.500000;
armorHead=14.700000;
armorBody=14.800000;
armorHands=18.500000;
armorLegs=18.500000;
This is how he achieves the Terminator's armor. I guess this could be applied to any other unit to simulate modern body armor and helmets... I suppose the nomal values would be much lower for an Interceptor vest.
So which method is better? Modeller, or Scripter... I think maybe a combination of both should be used to achieve optimal realism. Anyway things seem to have slowed down dramatically on this thread... I hope we can maintain momentum and get some units out to the people, soon. I'm going to continue experimenting with this stuff and post my results.