yeah, thats because its not that easy to think about.

ok, did a simple scratch to explain what my thoughts are about:
for explanations:
basic model: conker
yellow limb system = original vanilla-conker
concentrate on the yellow limbed conker first. this is how he show up in the vanilla. simple mesh, standard-limbs.
what i thought writing the upper post is that it should be possible to "connect" 2 other conkers (red and green) with additional limbpoints (blue marked) as "a second pair of arms".
in simplified, abstract thinking: think of 2 or more balls connected to a third one as
one model.
so you are able to show up 3,4,10 conkers/balls with just one model/script to save performance. as we all know: fpsc looses more performance through script/char-calculation than through mesh-calculation, so this could be a way to get around this problem for enemy-masses.
it could be used for masses of characters, like a horde of zombies coming down the streets or something like that.
that will be a complex model, and animation would be hard to master, i know, but with a little thinking about light and level design, you could get animations to a basic, and if the chars are far enough away from the player even if they are nearly not animated at all would make no difference.
so, if enough additional "arms/legs" are added, you can make it that 5 characters look like 15 or 30.
thing is that for shooting these guys one after another it has to be possible that you can shoot off the additional defined limbs/conkers/balls.
if not, you will shoot at conker green/red but all 3 will finally die when life of yellow conker is 0, and that is not the best.
so the main question is: can you shoot off/destroy a single arm or leg from a character without killing him?
a picture to show the wished final result: 5 models (workable in fpsc) that seem to be 15 (fpsc will crash if doing this with 15 entities)