Speculation on a new FPS health system.

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Nomanslander

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thatstheguy said:
SWAT 4 already had a mechanic like that. Even Counter-Strike, to some extent, had something like that.
Fallout 3, even though not a shooter, also has that system. So does Deus Ex from what I remember.
 

Arionis

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Call Of Cthulu : Dark Corners of the Earth had probably my favorite system for health ever.

Look it up.
 

Treblaine

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Blue_vision said:
So, what's your dream way of health being counted in a FPS? I'd like to hear ideas! I know I'm not the only one sick of regenerating health.
Keep it simple. Games are supposed to be fun, not simulators.

The problem with a multi-aspect health metre is it becomes complex and unintuitive to actually use. There are a thousand different ways you can die or be closer to death, not just blood loss but fluid loss, clots, constricted airways, brain damage, spinal/nervous damage.

The appeal of a rebounding health system is its simplicity and intuitiveness, you don't have to sacrifice your progress searching for a health pack, just don't get shot for a few seconds.
 

DarthLurtz

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If you want realistic, go enlist. I play games to feel awesome, and accomplish goals, not to give myself PTSD over fear of getting my character shot.
 

Allan53

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Why are people so fixated on "realism" in games? If you want to experience a realistic depiction of shooting and being shot, join the army.
 

meepop

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Ok this would work as a multiplayer or 4 player co-op experience--I don't like it as single-player, but as multiplayer it could stand a chance if you had instant respawn, or 1 second respawn because 1 hit in the head and you die, and waiting 10 seconds breaks flow immensely. People play games to relax, to un-stress and no one un-stresses by watching a little moving icon with "Loading" somewhere near it.

Vrach made a good point with what he said, and I like the regen. system, but with games like Borderlands you have a shield and die easily, so games like that may not have regen. systems but they're a bit more accurate. Realism is cruel which is, as some people have said, why they play games; I'm sure a few people like OP would like to have a game where you get REAL damage and don't get fixed by picking up/using a first aid kit.
 

SenisterDenister

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Go back to med-packs and health kits, its never the "OMG I GOTTA LOOK 4 LIVEFORCE" that naysayers paint it out to be, you have to think more about what and where you're going because you have a definite and finite amount of health that you are clearly able to see, so you can't just pop up and shoot until your screen flashes red and then do it again once your monitor flashes an okay signal for you to give it another go - no, you had to keep your head on a swivel.
 

=HCFS=Discoman

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i like the idea of it myself. i recall thinking of this idea myself too. great minds, eh?
but it could be impractical for a game.
yes, it is realistic, a good idea, etc.
but i like my healthkits and regenerating health.
they just work well in a game.

it could break flow, but this would have been good in only SP, and in something like far cry 2, where you do stuff like self-surgery and such. games like that could use this. otherwise, no. i would hate to have this, in say, Doom 3. and in a game like Crysis, you expect the regenerating health, as hey, a super-nano-whatever suit SHOULD do that.
 

Alex Sheppard

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Blue_vision said:
I for one am sick of all these realistic shooters. What is there to be sick of? The regenerating health system that plagues them. Over the years, gaming's really only taken one big leap in the area of health systems, and it's generally moved towards this regenerating health that we see in basically every new FPS that's released.
There is nothing realistic about regenerating health. I do not understand how ducking behind a big rock and waiting 5 seconds for the 15 bullet wounds you just received to magically heal themselves. Heck, it's worse than health bars in terms of realisim, yet people love it for basically any FPS. So here, we discuss how to improve or totally revamp the current way of tallying up damage in an FPS, for those that dislike the feeling of your legs regrowing a couple seconds after being hit by a mortar.


I personally would want a totally new system that would keep track of almost every part of the body and then adapt towards that. It'd not only look at individual damage (i.e. get shot in the leg and start hobbling around,) but also total blood loss and pain your character receives. You might get shot in the arm 15 times and still live, but a shot to the femoral artery will kill you. But if you get to it quickly enough and bandage it up or put on a tourniquet, you might be able to buy yourself half the battle. But if you sustain enough damage and don't succumb to your wounds, your character might be freaking out just a bit over this, shaking, looking around everywhere and generally being a ***** to control.
I can only begin to imagine how much memory and processing power that'd require, but computers are making amazing leaps, right? But I know that regenerating health is in FPSs for a reason. I assume that that's to allow players to Rambo into a room, get shot 5 times but survive and kill all the baddies, and get to the next round of enemies good as new. If the system was to keep track of previous damage like this, it'd probably mess with that mindset a lot. But, it could improve teamwork by making people work together to take out enemies and care for eachother's health like that very first Bad Company 2 trailer, instead of going solo a la MW2.

So, what's your dream way of health being counted in a FPS? I'd like to hear ideas! I know I'm not the only one sick of regenerating health.
Well I remember that Operation flashpoint: Dragon rising has the 'bandaging wounds' thing to it, and you can only loose so much blood before you keel over and kick the bucket, and the locational damage comes into play as well, shot to the head is an insta kill if I remember, thankfully it doesn't happen too often, shots to the arm reduce accuracy, shots to the leg make you unable to sprint as long, and shots to the chest...are shots to the chest and will kill you if you don't patch them very soon, as with any wound you will bleed out if you don't apply a 'field dressing', basicly a bandage to stop the bleeding.

This realism recieves a bit of a hairline crack in it when you figure out that the team medic can fully replenish health with...morphene or something of the nature, but ya, it's damage engine is about as good as it gets, it's a brutally realistic shooter, and the engadgement range is >100 meters almost always, and lastly if you take a particulerly large calibur bullet, you'll drop and need someone to come dress your wounds, or die considering the A.I is about as usefull as a pair of bonoculers for a blind person.

EDIT: Oh, and the best part of it is the whole game is entirely co-op compatible, up to three buddies can fill the slots of the A.I.
 

OrdinaryGuy

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I don't know about you, but "realistic" health systems are absolutely no fun. When I play an FPS I want to have fun and kill bad guys. I don't want to have to worry about a random person on the other side of the map getting a lucky shot on me and then having to wait to respawn. Being able to take a few hits is crucial to an online FPS. Otherwise I end up spending more time dead than alive. I know some people play hardcore modes, and that's fine, but I don't want to be super careful when moving out of cover. It's too boring. And the last thing I want to do is have to bandage in the middle of a battle in order to keep myself alive. The enemy will obviously know what you're doing and rush you.

I like the idea of being shot in specific locations, but I think it's a long way off for big online shooters. Technology has come a long way, but I don't think servers could handle the load of having to manage the condition of every player's individual body parts. I also think it would make for a nice realistic single player shooter, but for now the current health systems are fine.
 
Mar 18, 2010
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By the way, bit of off-topic information: Shots to the head actually aren't that likely to kill you unless they hit the brain, in specific. Cheek, jaw, and the like, probably won't kill you as readily.
 

RottingAwesome

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well fallout 3 (not sure about the other fallouts) did this and you could choose to heal certain limbs and it worked fairly well, but to me it didn't seem like it made that big of a difference

judging by your avatar, im assuming you've played MGS3 and there was also a system like this where you had to heal your wounds according to what damaged you and it was kinda neat for a bit... until you discovered that you had to pause the game and go through two menus and apply the bandages and disinfectant and remove the bullet or whatever almost every time you were damaged. especially annoying during boss fights. it really just ended up breaking the flow

I have to agree with one of the above posts that mentioned segmented health. it mixes health bars and regeneration in a way that works really well. i'd like to see that in more games, personally
 

TOGSolid

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Irridium said:
I still say segmented health is the way to go.

To see it in action play Resistance Fall of Man and/or Far Cry 2.

Basically you get a health bar split into segments, and it regenerates only up whatever segment still has health in it, but isn't full.

That way we have the best of both worlds.

There are still health packs, but you don't have to put them anywhere and everywhere, and your heath does regenerate to an extent, so you won't be completely fucked during any enemy encounters.
When I first saw this system in Escape From Butcher Bay I was instantly in love. It's the perfect blend of both worlds. If you try and rambo the situation, you will get your ass tore up and be forced to play it safe until you can scrounge a medpack of some sort. However, you don't have to worry about being nickel and dimed to death and can have some fun doing some more dangerous ideas when attacking the enemy. Every game that has had it has been better off for it.

Pure medpack systems are just clunky as all hell (that's even with nostalgia goggles on), but 100% regen means the player is never in any real danger assuming they know how to duck once in a while.

Far Cry 2's health system is definitely my favorite variant of the segmented health system, it's a damn shame the game itself is such crap though.
 

zyoto12

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Deus Ex pretty much had it locked down. Limbs torso and head all had different health meters. Too much damage to head or torso killed you, arms affected accuracy, and legs affected movement speed and sneak effectiveness.
 

Escapefromwhatever

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It doesn't need to be realistic if it's fun. Unless, of course, the game is a simulation. I do like it when the game in question explains this system, though- like in Mass Effect, when you have armor that recovers both your health and shield.

SnowdensOfYesteryear said:
By the way, bit of off-topic information: Shots to the head actually aren't that likely to kill you unless they hit the brain, in specific. Cheek, jaw, and the like, probably won't kill you as readily.
You'd be surprised at how much space the nervous system occupies. A shot to the jaw would not only change your life immensely (i.e. no lower jaw means unatteactiveness, and no talking or eating without assistance), but would also probably hit your brain stem. A shot to the cheek is also likely to hit your brain, depending on the angle from which it enters your body. Also, you ever hear of something called "bleeding out?"
 

Timbydude

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Jul 15, 2009
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Huxleykrcc said:
How's this: you get shot, you die.

Sound fun? No. Realistic? More or less. Yes, I know one shot isn't always (or even nearly always) immediately fatal, but you get my point. I don't care what's realistic; I care what's FUN.
That doesn't sound bad at all. If implemented properly, it would be a ton of fun. If you got the full range of abilities that a real soldier could do (e.g. blindfire from the side while behind cover) then it would be a unique take on the genre.
 

Gizmo

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Kind of like the NASCAR games when you have a car damage and a overall car damage where certain parts can take more then others before everything goes down?

I can say I wouldn't be a fan of this kind of game play for a FPS, I enjoy how counter strike does it however with the whole not getting your health back method.