

Head damage, provided it is survived, can intermittently “haze” the player’s vision. Arm damage will decrease accuracy and increase draw times. Responsive damage: If a player is shot in the legs, movement is slowed down based on the level of damage.All rounds have the ability to ricochet based on surface materials and angle of impact.

Calibers and ammunition types affect how far and how well projectiles penetrate and exit.

Visceral gore: If players get shot, parallax bullet holes spawn on flesh and blood will then seep out into surrounding fabrics.Incremental Door control system: Doors of multiple types such as sliding, swinging, and revolving doors, to be manipulated by the mouse wheel at any time.But it is the features list where Ready or Not really starts to sound interesting.
