Alternative to cover-based combat?

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Eponet

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Slow moving projectiles everywhere with the object of weaving your way though them.

Like Space Invaders, or Doom vs Demons (Most human weapons are hitscan)
 

DustyDrB

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Go play Metal Gear Solid 4. The only chest high walls are where they actually make sense. Your ability to remain unseen is your primary defense in it.
 

Uber Waddles

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Both style games have their issues. People are only bringing up Cover-based mechanics because they're more common now than they were a 5 years ago.

The run-and-gun style of Doom is hard for developers to develop and make interesting to a mass audience for a long time in todays market. Back when Doom was new and original, those kind of games worked because, at the time, thats the only real way to make the game work. Quake, Wolfenstein, and Unreal Tournament followed suit.

In an age where software and hardware can press technological bounds, that type of gameplay is being phased out: just like turn-based combat in RPG's. Wave after wave after wave of enemies charging at you, and either:
A. being turned into pastrami
B. Getting railed
is hard to design successfully for. It either puts the game in a situation where its too easy, or too hard. Both cause a lot of people to put the game down. Its hard to tell when and where to put a health pack in non-regenerating health games: put them too far apart and its artifically harder, while putting them closer together makes the game artifically easier.


Cover based games, however, have much more appeal to people. Health low? Pop down, regen, pop back up. It allows for varying degrees of difficulty, without making the player feel like its too easy, or too hard (unless it was badly developed). The problem with that is then linearity. Its easy to tell when something is going to happen.

Atleast thats what people say: personally I get engrossed in most of the games I play. I dont think to myself "ambush up ahead", I go into it and get suprised. Same for movies as well, I dont think ahead, I watch whats in the present. Try it sometime, it makes your experience MUCH better.

But I digress. These two styles have there flaws. Personally, I think the Run-and-gun era was just boring. Very little tactic, and with the open world (and often lack of a compass), it made getting lost really easy. The cover based games appeal to a wider audience: and are often more fulfilling. Whats the challenge in mowing down 46 demons with a Chain Gun if all you had to do is press and hold your left mouse button?
 

DustyDrB

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oplinger said:
I don't think the real problem is about using a cover system

The problem, at least for me, is the poor implementation of cover based mechanics. They usually have these major flaws for me.

1) Lack of suppression. You can shoot all you want at your enemy, but he will still poke his head out and certain intervals. With the exception of the Brothers in Arms series, which when suppressed they just...poke their head out less and not as far. This ruins tactics when it really does just become like Yahtzee says, a shooting gallery. If they made enemies take cover...I dunno, from bullets that'd be great. You could then pin them, and move around them. Which I think would by itself make cover based shooting much more fun.

2) The cover is obviously placed. You will always have it. You'll always know combat is coming because you can only take cover on certain walls, that are about chest high. Levels end up looking more like cement bank queues than an actual place. I don't think cover should be designed into the level like that. What they should do it design a level that's believable, throw in some furniture or something, and make the player decide where to take cover. Or...maybe just not have cover in a room, so you have to hang out by the door and clear it out for a bit. It would change up tactics per room almost, rather than say...you need to run to that wall, shoot Steve the rent-a-cop, then move up to the next wall to trigger the next wave of security, shoot them all, move up to the next wall. You could make the flow so much better.

3) The lack of the ability to blind fire. Most games with cover tend to lack this feature. I don't think it's because they hate it, or they didn't have time. I believe it's not here because of the AI like in point 1. If you can't suppress enemies, there's really no need to blind fire. I think it could add a lot to a game having both of these.

4) Cover is absolutely necessary. If you come out of cover, the enemy has super accurate weapons, they don't breathe, and they have no heartbeat. They have bionic eyes, and super reflexes. You stop being in cover, ever bullet on this half of the planet is going right for you. I think when you sprint, you should be pretty hard to actually hit. You could use that to your adventage tactically too. (Sometimes it works in games...sometimes it doesn't. For me, more often it doesn't.) The ability to slide and such could be implemented too. (which seems to be coming in some games) Or bring diving back. Strangely getting to cover is pretty well done in the newer James Bond games (Quantum of Solace and Blood Stone)

...Giant wall of text, but that's really how I feel about it. I'd rather not have an alternative (because there aren't many really) I just think the current state of things need to be changed. The only games I think should kinda get noted for doing it properly (not perfect, but passably so) is Brothers in Arms, and Killswitch. Oddly both of them came before Gears of War...
So are you a fan of how the Uncharted series handles it? I actually do like it. In case you haven't played any of the games:

Some enemies (mostly ones with shotguns who have heavier armor) will continually press towards you while others stay back and shoot from a distance. Snipers will stay out of cover, but you need to either take them down quickly or stay mobile to avoid their fire).

You can shoot blind from cover. The reticule disappears as soon as you go into cover, so you really are shooting blind. You can also shoot (with a pistol) while hanging from an object. And you can also shoot behind you while you're being chased (it's much more inaccurate than standard shooting).
 

Ghengis John

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Cranyx said:
Often people complain of an over-abundance of cover-based combat in video games today, and these complaints are legitimate, but what exactly are the pther options for shooters aside from the Halo/GoW wall of bullet-absorbing meat?

I am not trying to defend cover-based combat, and it may just be that I haven't played any of the games that have created a different system, but I myself cannot think of any.
I understand that there will be almost an entire generation now that has seen little else but cover shooters and life regenerating meat walls, but before this current era we had games that operated like this:

Owyn_Merrilin said:
The other option is high mobility, preferably with somewhat high health as well. To put it in TF2 terms, imagine that everyone is playing as a character that moves faster than the Scout, but has as much health as the Soldier. That was the way the old Arena shooters worked, and it was great.
In the old days it was all about dodging projectiles and trying to keep one step ahead of bullets. Walls were used for cover but you didn't suction onto them and since everyone had fairly high health and head shots weren't one-hit kills it's not like you couldn't flush somebody out of cover. Play a game like Quake 2 and you'll see what I mean man.

oplinger said:
and Killswitch. Oddly both of them came before Gears of War...
Kill switch was a surprisingly good game. Cover was often arranged in a fashion that was almost like a puzzle and didn't resort to chest high walls planted here and there for the hell of it. It was a good game, I remember enjoying it when it came out. Had I known it was to spawn a never-ending wave of cover shooters I might have burned down the studio that made it but I am a little surprised killswitch itself never got a sequel.
 

Tsaba

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Cranyx said:
Often people complain of an over-abundance of cover-based combat in video games today, and these complaints are legitimate, but what exactly are the pther options for shooters aside from the Halo/GoW wall of bullet-absorbing meat?

I am not trying to defend cover-based combat, and it may just be that I haven't played any of the games that have created a different system, but I myself cannot think of any.
If you have a PC, at least take a look at ARMA 2.... I got to warn you, it's either very slow paced shooter or pretty intense:
 

pejhmon

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Thing is every FPS to date technically has cover based combat, just some of them need it more than others. E.g, the medic and the sniper (shoot then run behind wall) in TF2 need it heavily whereas the heavy doesn't. Even in halo this kind of tactic can be applied, it just isn't really needed so much with the increase hp and all. The only games that I can think of where cover is actually irrelevant are RPG's like WoW but even then you can still hide behind walls to regain hp/mana so that the enemy hunter/mage cant shoot/spell you without getting around that wall/random rock.

Also, stealth can be applied to most games too, just learn to take the long route round. The fact that you can't turn invisible/cloak doesn't mean you can't be sneaky.

How heavily a game uses cover defines it. Games like GoW and Rainbow 6 need it heavily, but not completely. The lancer's chainsaw for example, can't use that in cover
 

ThisIsSnake

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In World of Tanks (an online multiplayer tank vs tank game that exited beta today I think) The larger tanks used cover to defend themselves (although most cover could be blown up) and the lighter tanks would use their transversal movements to defend themselves (going in circles around a slower tank and hopefully outrunning its turret turning speed).

You could have dodge based cover like in ratchet and clank where all projectiles don't move very fast allowing you to dodge some damage.

Unreal tournament style which is a combination of your accuracy and the ability to move unpredictively (what shooters used to be about :( ).

Those are the ones that come to mind. Cover based tactics work in UT, R&C etc but the effectiveness is lessened by the glorious lack of regenerating health.
 

Nikolaz72

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Why not. . . Make all the bullets fly, really, really slow. And then sniperbullets twice as fast. And if you get hit. You die. And there is no cover.
 

oplinger

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DustyDrB said:
So are you a fan of how the Uncharted series handles it? I actually do like it. In case you haven't played any of the games:

Some enemies (mostly ones with shotguns who have heavier armor) will continually press towards you while others stay back and shoot from a distance. Snipers will stay out of cover, but you need to either take them down quickly or stay mobile to avoid their fire).

You can shoot blind from cover. The reticule disappears as soon as you go into cover, so you really are shooting blind. You can also shoot (with a pistol) while hanging from an object. And you can also shoot behind you while you're being chased (it's much more inaccurate than standard shooting).
I don't really remember using much cover in Uncharted. When I did it was a shooting gallery of head shots. Or I went with the gun-fu method. Which was fun too. It has been a long time though.
 

fix-the-spade

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Anything from the fifteen years of amazing shooters before the cover system came into practice.

The frantic, circle strafing, hit scan dodging insanity of the Doom/Quake/Unrel/Serious Sam/Painkiller series. Kills based purely on your reflexes and skill.

Or the unforgiving old school method of just plain hiding behind stuff and one-two hits ending you. Arguably it's still 'cover based' but the simple system of Counter Strike/Battlefield/Swat/STALKER where your ability to avoid getting shot is determined by your own movement rather than arbitrary button presses. It works.

I hate cover systems, almost as much, no, more than regenerating health. It's as if the developer thinks you're too stupid to work out that bullets=death so has the game do it for you.
 

almostgold

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Cranyx said:
...the Halo/GoW wall of bullet-absorbing meat?
Halo is really anything but cover based... Hell, I think Halo is the right why to go do it: high mobility, mix of shields and health,...
 

AnAngryMoose

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I quite like the way BC2 let's you blow up cover. That's an alternative. Or maybe if Vanquish had multiplayer... Hmmm...
 

Cranyx

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One person said that cover has always been in FPS games, just the manner in which they are now implementred has changed, which I see as an extremely reasonable conclusion. With this in mind, what do you guys think are some examples in recent titles of well, and not so well, implemented covers systems?
 

Cowabungaa

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Take out good ol' Unreal Tournament and Quake games, and lately Team Fortress 2, where the only real cover you have is your own ability to dodge.
Souplex said:
Radeonx said:
Run and gun, non cover based combat?

Souplex said:
What's wrong with Halo superhumanism? It makes games fun!
And this.
Exactly. That's one of the many reasons why ME1 is better than ME2.
Because I totally din't use cover based combat in ME1...uhuh. Hell, I was more running and gunning in ME2 than I was in ME1. Thanks Vanguard! Odd that you call ME2 slower too, it went a lot faster to me thanks to the developers smoothing out the cover system. The whole sticky thing wasn't very responsive on the PC.
 

Zechnophobe

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Cranyx said:
Often people complain of an over-abundance of cover-based combat in video games today, and these complaints are legitimate, but what exactly are the pther options for shooters aside from the Halo/GoW wall of bullet-absorbing meat?

I am not trying to defend cover-based combat, and it may just be that I haven't played any of the games that have created a different system, but I myself cannot think of any.
The thing is, that 'cover based combat' doesn't mean that you can jump behind cover to avoid damage. It means:

1) You 'interact' with cover in a context sensitive way. Like, you stick to them, or 'attach' to them or what have you.
2) The world then gets populated by specific items that you CAN hide behind, and specific items you CANNOT hide behind.

The problem with Cover Based Combat, as described above, is that it is very specific in how you are allowed to achieve victory. You must hide behind the specific barriers. And while hidden, are mainly invulnerable. It isn't really all that exciting because of the limited options, and feels very 'samey' after a while.
 

FieryTrainwreck

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I think everyone can agree that cover-based combat, done right, is just fine. You run into problems when devs get lazy. Environments littered with convenient, artificial cover really break immersion. Enemies with truckloads of health turn gunfights into unsatisfying, overlong games of whack-a-mole. Regenerating health takes most of the risk (and thrill) out of combat.

Cover needs to be highly organic with respect to the environment. Enemies should drop quickly and violently when exposed. Players, too. That's how you craft convincing, tense, exciting gunplay. That's also usually not how it goes.

Much as I enjoy a challenge, I never play the Gears games on anything higher than medium difficulty. It's not that I can't handle it. I can't handle how bored I get pumping an entire magazine into one guy's head before he finally goes down.