Like I said, I've decided to separate just two areas - Torso and Legs - mainly just to have separation of fall damage and bullet damage.
The basic rules about death:
1) If your Torso health drops to 0, you die.
2) If your Legs health drops to 0, you don't die
So, discarding other effects right now, it's Healthbar UI design time!
Stacked Healthbars:
+ Leg / Torso health resolution independent.
+ Leg health falling to 0 does not visually signal 'death' ( case 4 - When legs are broken, healthbar still has overall size )
+ Both Leg and Torso health equally visible (though, is this really a + since Torso health is a bit more important?)
- Hard to tell leg health percentage (since its start is dynamic, based on where Torso health ends)
- Equal in height bars makes figuring out overall health from a single glance
- Worst Fault: Torso Health of 0 is death, but if Leg Health is not yet 0 (or worse, close to full), bar becomes incredibly confusing ( case 7 )
Nested Healthbars (with unequal heights, leg health nested inside torso health bar)
+ Easy to tell how close to death, since overall size of bar = overall health
+ No confusing case at near death
+ Easier to tell health from a quick glance - larger size of Torso bar gives good impression (from color/size) how healthy the player is
- Slightly harder to tell leg health, since it's smaller in height
- Near death, when Torso bar is short, the visual resolution of the Leg Health bar drops, since it scales to a maximum of the Torso width. Result: Being near death makes it harder to tell if you'll survive a fall... is this really a negative? That seems like an odd and unexpected bonus.
Separate Healthbars
[ no picture, because... its easy to visualize i hope ]
+ Independent visual resolution of Torso/Legs
+ Can scale them vertically just as with Nested
+ Simplest, no unexpected side-effects
- Harder to tell at a glance how close to death player is (which healthbar was Legs? Top? Gotta read labels of bars.. oh, I got shot while reading)
- No unexpected bonuses
- No uniqueness (not really that much of a negative, but worth mentioning)
Right now I'm leaning towards using Nested healthbars. Its interesting side effect of making near-death situations even more tense, by making it harder to figure out if player can survive falls, is drawing me towards using it. It's really interesting how a simple UI element like health can have such an impact on gameplay.
Other options I considered: Circular bar, where top half is Torso, bottom half is Legs (seems natural) - has the same advantages as separate healthbars in some way, but also disadvantage that its hard to tell how full the bars are near the top/bottom. Also, circular shape makes it harder to figure out overall health. Sadly, didn't try making one, but I might later when I have more time, just to see what it looks like.