How about a system like in farcry 2? You get shot, you retreat for cover and remove the bullets and apply a bandage and morphine injection.
How damaged and/or severe the wounds are depends entirely on several circumstances; the location of the wounds, which organs might be hit, the ammo used, the distance you were shot from, the amount of times you have been shot, etc, etc. The game will then calculate how impaired the character will be from the wound and what amount of care is needed to fix the wound.
If you were shot in the shoulder then you will only use the other arm for your rifle and be very inaccurate when firing and if you were shot in the leg then you will be limping and if you were badly shot then you will be crawling on the floor, if you can get to safety and apply first aid then you can get back up again. If you were shot in the head then you're dead.
However, I can't see this working with how modern-day fps enemies react and shoot, so we will have to write them to be shooting at a fair level of accuracy instead of an impossible to beat one and make the accuracy of the weapons more fair to the player. The enemies work on the same health mechanic as the player too and you can have like a system where the game randomly decides if the npc can still crawl around or take out a firearm when you look away (depending on their condition, of course).
It's difficult for me to fit and explain the whole spectrum of this idea in one post but basically you just play around with what I mentioned and keep adding things to the game to make the health system more engaging like only being able to use certain kinds of first aid for certain wounds to name but one example.
How damaged and/or severe the wounds are depends entirely on several circumstances; the location of the wounds, which organs might be hit, the ammo used, the distance you were shot from, the amount of times you have been shot, etc, etc. The game will then calculate how impaired the character will be from the wound and what amount of care is needed to fix the wound.
If you were shot in the shoulder then you will only use the other arm for your rifle and be very inaccurate when firing and if you were shot in the leg then you will be limping and if you were badly shot then you will be crawling on the floor, if you can get to safety and apply first aid then you can get back up again. If you were shot in the head then you're dead.
However, I can't see this working with how modern-day fps enemies react and shoot, so we will have to write them to be shooting at a fair level of accuracy instead of an impossible to beat one and make the accuracy of the weapons more fair to the player. The enemies work on the same health mechanic as the player too and you can have like a system where the game randomly decides if the npc can still crawl around or take out a firearm when you look away (depending on their condition, of course).
It's difficult for me to fit and explain the whole spectrum of this idea in one post but basically you just play around with what I mentioned and keep adding things to the game to make the health system more engaging like only being able to use certain kinds of first aid for certain wounds to name but one example.