I'm not a b
Michael_McCloud said:
Rahnzan said:
Michael_McCloud said:
Rahnzan said:
Imagine you're a lone marine, no one special, no one important, no one to be missed, trapped in a science vessel somewhere in deep space loaded with captured and tortured zerg...
You mean Space Hulk?
I mean Space Oh-my-crap-even-the-little-zerglings-can-open-me-up-like-a-sardine-can-I-wish-to-God-I-had-more-ammo-Hulk.
Now
that would be fun. Not the Zerg, though. Put an Imperial Guardsman on a Tyranid-infested carrier and you've got a great game.
Just imagine: After hours of running in fear from simple gaunts, you stumble into a hangar and a carnifex smashes through the wall. You can't kill it, at least not with your gun. Your only option is to run like hell and outsmart it.
Good god, I need to write this down.
I'd rather be able to kill anything in the game, since starcraft is about mass disposal of a lot of grunts (ok call it combat). I dont like those games that have bosses without hitpoints. Weakspots, no thanks. Rocket launchers that just make a shiney surface explosion but supposedly injure are also a no go for me. If I point a rocket at an armored T-Rex, it's GOING to die, and there is GOING to be a big chunky hole gushing out gallons of blood. Yes carnifex are armored, but let us remember that a lone shooter is vastly different from the actual tabletop and PC games we are referencing. Balance for playability is key..and one of those things I would enjoy is a bit of realism. Tank shell + Previously mentioned T-Rex = Dead armored T-Rex.
Everything in the game HAS to be killable with the option to use strategy and tactic to make it more easily killable, which sould be prefered, since it should be damned hard to kill it.
The difference between strategy and puzzles is that strategy isn't something you have to do, it just helps you succeed. I'm not a big fan of running away from a fight until eventually I get the creature into the damaged reactor where I pull one of 3 switches in order until the reactor explodes on the things face.