Horny Ico said:
spartan231490 said:
DaHero said:
How about instead of a health bar, or regenerative health, there be an actual damage system?
I just recently finished STALKER: Call of Pripyat for the 3rd time when it hit me, why isn't the health system in STALKER ever thought about?
Hear me out, when a person takes damage on STALKER they take a little initial damage and then begin to bleed. More bullets increase the bleeding effect. The only way to stop the bleeding (effectively) is to apply a bandage. Even after using the bandage the blood loss/HP loss is still there, which could regenerate similar to Call of Duty if a compromise HAD to be met.
Theoretically this would do away with a lot of the problems being faced on FPS games to date. Games would stop becoming who can twitch shoot the best and would be more focused towards who can shoot without being shot (I think we can all agree THAT would take skill). This could also make sniping much more balanced as the bullet could still do high damage but the bleeding rate would be lower, meaning snipers would have to actually snipe...from a distance...like an actual sniper. Also, like STALKER, body armor reduces impact negation but once the bleeding starts there is trouble. I think the closest analogy would be in RPGs with the poison Damage Over Time systems, particularly found in (never going to believe this) Two Worlds. The DOT stacks with every hit so without attention the character is going to die. Maybe this would tone down on the rushing run and gun bile being spewed out across FPS games these days.
Oh, if this is ever used in a game, I'm not suing because this isn't originally my idea. (talking to James and all them from Extra Credits)
I've thought about it, and I think it's a horrible idea. It would really slow the game down, and turn it into a camp fest. Problem with a camp fest is that if both teams camp, nobody sees anyone else. I like the fast paced twitchiness of most FPS's today, which take just as much skill as what your suggesting, just a different kind of skill. In any multiplayer game, it's a competition of skill+ability, against skill and a ability. What I'm saying is that it's all relative, you just have to better than the other person, not better than a certain absolute level of skill. Nothing you add to a multiplayer is going to make it require more skill, except for adding more skilled players.
Hate to break it to you, but he didn't say anything about multiplayer. Have you even heard of singleplayer? It's the standard in any game worth playing.
The FPS genre today is defined by it's multiplayer, deny it if you wan't, but it's true.
Also, how is any single player FPS game a contest in twitchiness? it's not, it's about the skill to pick your targets according to threat, control the field of battle to avoid flanking, and to find bits of cover for a crucial breather long enough to reload, and maybe even regain a hit point or two.
As far as single player is concerned this idea isn't any better, in my opinion. The whole concept behind almost all FPS/RPG/Action games is one succeeding over many. This becomes dramatically more difficult when health regen between combats is so severely limited. It becomes more difficult even if you only limit health regen in mid combat, it would limit developers in how many opponents they can include in each "room," and limit players because they have one less tool at their disposal to approach and solve the problem.
Also, the insane popularity of the FPS genre is a pretty good indicator that they are at least in the right ballpark. It's a horrible idea to completely change the base mechanics in this way, unless your sure that the change is wanted by the players(potential and current). I think a change like this would get many people interested in the genre who aren't, but I think the vast majority of the current fans would stick with older titles. Enough so that any FPS that did this would fail miserably.