Fallout 3, even though not a shooter, also has that system. So does Deus Ex from what I remember.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.thatstheguy said:SWAT 4 already had a mechanic like that. Even Counter-Strike, to some extent, had something like that.
Keep it simple. Games are supposed to be fun, not simulators.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.
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.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.
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.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.
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?"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.
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.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.