You aren't getting up after that
Or that
The first one is what happens when you get kneecapped by a minie ball, yes.
I couldn't find the source for the second one, so I'm going assume it's a carcass that was test fired on.
Getting hit by one of these is roughly the same as being hit by a shotgun slug. An ounce of lead flying around or under 500m/s.
Mind you, in both these cases the projectile has struck bone. Hitting bone causes any bullet to fragment and create a large, nasty wound, even small calibers.
All that energy suddenly gets stopped, unlike when it passes through flesh. (A bullet traveling through tissue tends to slow down steadily by comparison.)
This wouldn't work. If you've played iron Europe you would know that bleeding out is an annoying and nearly game breaking mechanic. It adds no fun dimension to the game. It adds an annoyance and hinderance to the game and flow. Overall I don't agree with what you think should be done. Because many players including myself would agree that your changes would mess with the flow of gameplay and make for a boring and more frustrating experience.
And teamwork is already a necessity. Players who are skilled at melee get rewarded for being beasts when being surrounded not because of broken mechanics but because their own skill and sometimes spam rewards them because they can pull it off. A game of fun and addiction is a game that gives you the tools and play space to utilize the games mechanics and become used to them and approach the game in your own way and rewarding you for becoming more adept than others at something.
I have played Iron Europe. Their system is not what I had in mind. I think Red Orchestra's damage system is what I would prefer.
One must find a balance between a player's ability to solo enemies in melee, and how much they must rely on team-mates.
I think Vikingr went a little bit too far in one direction, while NW is a bit too far in the other.
I like using my comparatively elite melee ability against multiple opponents in NW, but I think it would be better for the gameplay of the many, if formations were good counters to melee rambos. The slower the footwork, the more useful static formations become. If I can't bring my bayonet up to a line, stab, and then retreat before being impaled by three people, formations are effective.