I want to make it clear I'm not trying to tear your post apart here; I'm merely offering alternative viewpoints.
Personally, my favourite application of both styles is Resistance: Fall of Man. Your health bar was split into four sub-bars, and that was the limit you would regen to. For example, if an enemy attack took you down to 76% health, you would regen to 100%. If you went down to 75% or less, however, you would only regen back to 75%. This occured for 50% and 25% health as well, meaning that you could afford to duck and hide, but if you make a mistake and get yourself torn up, you'll only have the bare minimum health available until you locate a health up.
I may touch on a few more later.
Extra Credits pointed out quite nicely that the two mechanics cause very different styles of play. For example, Health Regen allows for 'turtling' in Cover; as long as you are always able to duck out of line of fire, you can hold your ground indefinitely. By contrast, Health based combat allows you to hold ground only up until the next enemy hit will kill you. At that point, you are forced to find a medipack.bombadilillo said:Problems with the FPS genre
1. Health. Vs Regen. I really hate regen. No matter what game it is all strategy goes out the window and becomes POP UP take out 1 or more baddies while taking damage POP DOWN and wait, repeat. Health makes you accountable for your actions, tense, and makes you think. I am all for hybrid systems. Have a shield that protects a few shots with a nonregen health below. Or health regens to a certain level so your never near zero. Awesome, go for it, but regen still turns all game play into a boring popup cover shooter.
Personally, my favourite application of both styles is Resistance: Fall of Man. Your health bar was split into four sub-bars, and that was the limit you would regen to. For example, if an enemy attack took you down to 76% health, you would regen to 100%. If you went down to 75% or less, however, you would only regen back to 75%. This occured for 50% and 25% health as well, meaning that you could afford to duck and hide, but if you make a mistake and get yourself torn up, you'll only have the bare minimum health available until you locate a health up.
I may touch on a few more later.