Currently, gibbing is “bits and pieces” or nothing at all. This means that if one has gibbing turned on, a killed enemy’s corpse will be either intact or totally dismembered. Partial gibbing, like the one seen in L4D2, was not done by the devs due to huge amount of work it would require, and the final effect not being worth it.
An idea of two-stage gibbing came to my mind, and it would probably be a fine balance between gameplay value and amount of work needed to put into it (but I’m not sure, I’m neither a Source modder nor computer specialist). If there is a force strong enough to justify gibbing, the enemy would only lose let’s say a head and a right arm, while torso, left arm and legs would remain. If the resulting corpse is hit, it will further dismember into a state that we have in current gibbing system. Correct me if I’m wrong, but this would only need a creation of one more model for each enemy, as opposed to a total of 32 of them if partial gibbing à la L4D2 were to be implemented.
This would have several benefits:
- Gibbing would initially generate less gibs, allowing players with weak PCs to have it enabled. Maybe there would be an option to allow only the first stage of gibbing if someone has good enough PC for it, but not good enough to allow even more gibs from full gibbing.
- Gibbing would be more reasonable and believable, for example it’s quite ridiculous for a .50 cal to explode HECU soldiers with a single bullet. It also works the other way - for example, the tripmine’s explosion at the very beginning of WGH is not strong enough and close enough to gib a scientist, leaving his body intact. This is probably the most blatant example of current gib system’s limitations (I’m not ranting, I like the current gibbing system but this really stood out for me).
- Gibbing could happen more often without worrying about game performance and entity limit, so the first stage of gibbing would require less damage done to the corpse than it currently needs to dismember it wholly. Currently, it happens quite often that you blow an explosive really close to a body, and it’s still intact. But should the “gib sensitivity” be higher, gibbing would probably happen too often, having an impact on game performance due to large number of entities it generates. Two-stage gibbing would rectify this issue.
- The second gibbing stage could be also triggered by normal non-explosive weapons like MP5 and shotgun, since corpses are already badly damaged so they are more prone to damage and it would justify gibbing it more easily (maybe they would even have parts of skin torn out aside from missing a head and an arm to suggest they can be gibbed even further?). It would be fun for players to play with bodies (I know people enjoy this little massacre in a video game like this). This could also help re-introducing shotgun gibbing while keeping shotgun’s devastating capabilities within more reasonable bounds - it’s a bit sad it was cut, it would be really satisfying if it happened randomly from time to time, especially due to it’s wow-factor.
For example, current gibbed houndeye could be considered a first-stage gibbing of this creature, since it actually doesn’t differ much from it’s intact corpse. The second stage could be for example tearing its torso in half and shattering its eye.
Again - I am no modder nor programmer of any sort, I’m just a player and I think this idea was worth sharing. What do you think about it?