Chamale said:
I'd like a system without health regen. Injuries either kill you dead, leave you to bleed out in a few minutes, or impair you somewhat.
Rainbow Six was like that on the N64. It was possible for the character to be killed in a single shot from an enemy. The same was true in the first Battlefield: Bad Company's singleplayer mode. It was fun, because you had to use more planning and tactics than in most FPS games.
Bad Company 1 required more tactics in single player due to the health system? Interesting claim, considering I spent most of the second half running past enemies and repeatedly using the Life-2 instead of actually shooting people.
Not that it wasn't
fucking awesome or anything, but not exactly an example of well-designed health systems.
theSovietConnection said:
I'd prefer a style similar to the original Halo or from Resistance: Fall of Man, either a regenerating shield and static health, or health that only regenerates up to 25-50%.
You know, for some reason, I never liked it in Resistance. Never really could figure out why. I think my personal problem was that because of the way the health system worked, one health kit would only restore 25% of your health, or 50% at best. That meant that you'd need two or three health kits just to get yourself back to full life, and it felt like it wasn't helping the flow of the game. Especially when you compare it to Halo, where the medkit is a full heal every time.
Of course, I didn't play Resistance 1 very much, so I may be talking out of my ass here.
On the other hand, I did like how Halo: Reach combined the two systems of partially regenerating health and placing a shield on top of that. Not that survival was very likely after your shields are down in multiplayer...
EDIT: Oh, and, red screen sucks. If you're going to have regenerating health, just make it a health bar that refills.