Speculation on a new FPS health system.

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ICanBreakTheseCuffs

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Jun 4, 2010
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park92 said:
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.
who plays FPS for realism?????
yeah?
 

Silver Patriot

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Aug 9, 2008
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RottingAwesome said:
Silver Patriot said:
RottingAwesome said:
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
To be fair the system did not really come into play that much. It had maybe 2 or 3 times the storyline forced you to be injured. Other then that unless you getting into firefights (Which you shouldn't be) it was fine.
to be honest, I had a lot more trouble with getting caught and trying to lose my alert status in MGS3 than in any of the others. one of the only places to hide was usually in tall grass but wild Pokemon kept attacking me enemies would randomly walk over me.
I was not a fan of 3 xP

OT: I think a lot of fans of the series found it annoying as it was removed in 4. It didn't really add immersion, but rather just ended up breaking flow
hmm, actually is it in peacewalker? i just wonder because it's the same setting so i wouldn't be surprised
I never really had that problem to be honest but I see your point, but I liked the part where you had to remove the transmitter. That added to the immersion IMO.

And no. Peace Walker uses a set up similer to MGS4. I have the game.

Also I find it kind of funny that one of the games to have one of the more realistic damage systems regually took time to paint the forth wall [http://tvtropes.org/pmwiki/pmwiki.php/Main/PaintingTheFourthWall].
 

DeathWyrmNexus

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Jan 5, 2008
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park92 said:
Blue_vision said:
who plays FPS for realism?????
That is what was puzzling me too... I've always been confused by this since I only want realism to the point of how horrible I am being to other people. I can experience pain in real life, simulating it in a game kinda takes away from the tension relief.

But obvious, not all feel the same.
 

DeathWyrmNexus

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PissOffRoth said:
park92 said:
who plays FPS for realism?????
People who see a problem with teaching people that running into a room by yourself, holding down the trigger and tossing every grenade at your disposal will always result in the desired 'room-clear' effect. Would it fucking kill people to have to work together to accomplish this shit? You know, kinda like real armed forces do? If you get shot, big fucking deal. Just off yourself like you've been doing in CoD, you damned Last Stand whore, you.

I'd play a game that has the balls to tell me "You just got shot in the leg. Sit there and bleed to death for an hour or get friendly with your M9."
So basically, he has a different opinion than you thus must be a retard. Excellent way to alienate people.