But to make something as sophisticated in a game would be very hard and would probably require a separate, huge discussion. But putting away difficulties, the result itself would make a very original, realistic and (IMO) great experience. Also, this would greatly randomize the gameplay.
It doesn't take much sophistocation to offer a realistic damage model in games, just a set of assumptions that will be modled; and incorporating body armor offers one very easy means to simpilfy those assumptions and keep them reasonable.
As CQB is a game and not a simulator no one is going to want 'randomness
' or any of the complex elements conferred by it on exit ballistics; hence, again, the desierability of body armor.
A very simple but highly realistic damage model will simply calculate that it will take "x" number of rounds at MOA "m" on target armor value (II, III, IIIa, IV) to 'drill through
', rounds outside the MOA are essentially misses. Damage to conventional soft targets: face, neck and arm funnel shots, and PG shots can confer rather conventional damage.
This has already been done to some extent in a Canadian S4 mod used by the Canadian Police and JTF2 though they didn't have the level of code capability on an Unreal Engine game available on WET....