I agree. I HATED to regenerate system in the later call of duty games, especially in multiplayer, just ruined it for me. While in most games I find myself playing, regenerating health seems like a stupid Idea there are also a LOT of games where it makes sense and makes it overall more fun. It just dependso on the game. I like the system used in medal of honour: airbourne and farcry 2 where if you're injured you take extra "shock" damamaged, on top of regular damage and that will heall up to the top of the next "bar" in your health.EnzoHonda said:Regenerating health works well in fantasy/sci-fi settings (like GoW), but in CoD it just feels... off. It feels like it's trivializing real combat. I loved Rainbow Six because it introduced me to something akin to what bullets actually do. You, or a comrade, can get shot and injured, incapacitated, or killed. Then injuries and deaths carry over into following missions. However, the ridiculous number or respawning enemies makes this an impossibility for CoD and many other games.
JMeganSnow said:From what I understand, most battles average in the thousands of rounds fired per actual casualty inflicted, and most casualties with small arms are NOT kills. (This is also a good reason why you don't use your infantry until you've softened up entrenched positions with lots of artillery fire. It's like starting out a painting with your smallest brush.)DirkGently said:Real guns are only hideously inaccurate when they're in the hands of somebody who thinks they're in a John Woo film. And since you typically play a solider or space marine, you're somebody trained to shoot a gun, to shoot accurately and kill as many hostiles as possible with as a few bullets as possible.
Sure, you can be quite accurate on the shooting range, but it's a lot harder to shoot a fully automatic weapon when you're trying to stay under cover and so is the enemy and *everyone* is moving.
It detracts from a game, in my opinion, when the enemies *just shoot at you* instead of doing something logical like ducking the hell under cover when you lay down some fire and sprint. You take three hits, which are annoying and may cost you the battle, but the enemy shooting at you *dies*.
Individual enemies should be focused on staying alive, not on winning the battle for their comrades 10 minutes down the road by throwing themselves on your sword is all I'm saying. It would also make games a lot more engaging if they distinguish between different types of enemies with different types of AI in this fashion. Intelligent enemies spend most of their time taking cover and trying to figure out where the hell you are (if they do, things should get ugly, which should train people to take the initiative). Throwaway enemies like robots should pursue doggedly with no thought to their own survival. Non-intelligent enemies (animals) should be cowed and run away as soon as you hit them hard enough to hurt. (Granted, the really hungry ones may follow you to wait for an opportune moment, but they won't expose themselves to your weapons again if they can avoid it.)
Modeling health really depends on the combat system and the AI you have. You could potentially make a really fun game without health if you pay a lot of careful attention to the AI (or at least making it LOOK like there's an AI). The simpler it is, the more dependent you are on a health bar.
Yeah, because we all can access a numerical representation of how resistant we are to physical harm. Jokes aside you are rather accurate if you're comparing to regen health.tthor said:health bar, gives a little bit more of a realistic feel to the game
That sounds like a perfect game to apply regen health to.Ace of Spades said:Regen health if it makes sense. Regen health would not have worked for a game like Far Cry: Instincts. It would give players the option of just running into the thick of combat and spraying bullets, but since your health could be reduced to zero in about in about 5 rounds, it forced the player to use stealth.
Agree 100%. Regenerating health can sense for some games (if done sensibly), but not as the standard. I like health bars too, but there is nothing worse than surviving a massive onslaught of goliaths and scrape by with a sliver of health, only to get killed by a aggravated mosquito right after.Fire Daemon said:I have to say that regenerating your health works for some games like Halo 3, GoW and CoD4. But it should not become the norm.
Yes it could ruin it because people would be spending too much time re-loading levels every time they got shot so much as once.dcheppy said:Here's my idea, there should be neither health packs or auto-regen but instead you start out with a certain amount of health,displayed in a health bar or elsewhere, and you can not regenerate that health period. No heath packs. No auto-heal. You have to fight through with the limited health until you hit the next checkpoint, placed frequently, where you automatically return to full health. No more searching for health packs and no more annoying waiting in cover. My system could do wonders for a games pacing.
People would be given a decent amount of health and checkpoints would be frequent enough that people wouldn't feel the need to re-load if they got off to a bad start.AceDiamond said:Yes it could ruin it because people would be spending too much time re-loading levels every time they got shot so much as once.dcheppy said:Here's my idea, there should be neither health packs or auto-regen but instead you start out with a certain amount of health,displayed in a health bar or elsewhere, and you can not regenerate that health period. No heath packs. No auto-heal. You have to fight through with the limited health until you hit the next checkpoint, placed frequently, where you automatically return to full health. No more searching for health packs and no more annoying waiting in cover. My system could do wonders for a games pacing.