Speculation on a new FPS health system.

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Zing

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Realism =/= Fun.

You might have fond memories of CS and the like, but it wasn't that great of a system. I think they need a better way to track it other than LOLBLOODCOVERINGYOURWHOLESCREEN, but it's better then a health bar/number imo.
 

Miumaru

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Would have to let you play as the army instead of the hero though. Unless you just like hiding behind that rock forever. The regenerating health is far from realistic, but it allows you to actually play through the game. There would be far fewer FPS games finished with a "realistic" health system in play.
 

Timbydude

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Jul 15, 2009
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Skeleton Jelly said:
Timbydude said:
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.
Soooooooooooooooooo Modern Warfare 2 Hardcore mode with blindfire from around corners.
Note that I said "if implemented properly". I think there's a lot that could be done to improve the scenario. If you were given the full versatility of an actual soldier, I think it'd be cool.
 

2fish

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Realism mode:
You have an armor bar, think halo sheild, however it only recharges when you find more armor. If you take one hit after armor bar is empty you die.

Fun Mode: No health bar, but your screen changes colors and gets fuzzier the more hits you take until it is pure red and you die. Health can regen a little but you depend on medic, health packs, and forcing your spirit into the body of others to survive before your body dies.
 

NoNameMcgee

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I don't care, regenerating health is fine. Though I do prefer Health bars, it doesn't bother me much when they are not used.
 

thethingthatlurks

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I've never been shot, I've had some rather serious injuries. What I've always found peculiar is that I've never felt pain, even after slicing my leg open. I don't think any new system ought to punish players immediately for getting shot, as I imagine a rush of adrenaline would keep you going unless you got hit in an organ. What I'd rather see is a system that punishes the player after a few minutes of getting shot, in a way giving the player a chance to finish the enemy off before being penalized. A sort of "bleeding" plus damage to portions of the body is what I had in mind; you would have a health bar that represents your overall health. It will drop after getting shot, to a point depending on where you were hit. The limb system will make it more difficult to aim, laboured breathing that makes stealth more difficult, slower walking, decreased ammo carrying capacity, etc...
 

oktalist

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Blue_vision said:
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.
Deus Ex: One health bar for your head, one for your torso and one for each of your limbs. Take damage in the arms, your aim suffers for it. Lose both your legs, have to crawl around on the ground until you can find a medkit. Lose either your head or your torso, you die.

Stalker: Take a lot of bullet impacts, and it simulates bleeding: your health continues to drop even after you've stopped being shot, because you're still losing blood. You use bandages to stop the bleeding.

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
Not much memory or processing power at all, actually. Hardly any, in fact.

Irridium said:
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.
Agree. It actually feels very "realistic [http://tvtropes.org/pmwiki/pmwiki.php/Main/RealityIsUnrealistic]".
 

copperflyingace

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How about every time you get shot, you have to spend several years in a military hospital recovering and going through painful surgery, only to find that after you are discharged from the hospital, the military discharges you (without retirement benefits!) and you play through the rest of the game with half a leg, and every time you bend your back wrong, that bit of shrapnel painfully makes itself known. How is that shit for realism?


The point of that long diatribe is that people play games for realism for the same reason they listen to rap music from the comfort of their suburban town house: They only want to feel like an gangster rolling through the 'hood, capping bitches and doing drugs.

Regenerating health bars are the proverbial safe suburban town house to the proverbial ghetto of actual realism.
 

TheJwalkR

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What I would like, (and I know this is not actually a health counting system but it solves some of the problems you were talking about) is a knock down system. So it you get a .45 straight to the chest you are knocked down on the ground. You can still fire mid-flight and while on the ground but there is not crosshair or iron sights, then you have to stop firing to get up.

This would solve the problem of sniping someone in the chest with a rifle and they just keep on running. If you time the getting up properly you give both the sniper and the victim a chance.

Well thats my 2 cents. I was going to start a whole new thread about this but a post works.
 

WolfThomas

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I had an idea for a health bar in a melee based first person game but it might be workable in FPS.

You have two health bars, one represents superfical damage, minor cuts and bruises, it goes down gradually throughout combat with damage. If it reachs zero you die either from losing consciousness (and being finished off) or bleeding out. After a battle it refills or can be replenished with bandages/ointments in a break from fighting.

The other is a lot smaller, this is a fatal/critical injury. This happens when a critical attack isn't blocked or dodged, something like a stab to the gut or a deep gash. This starts emptying immediately. This has to be slowe urgently with a bandage or you'll die, but you have to seek immediate medical attention or else you'll die. The speed at which you die is determined by the injury.

So after a battle you're character may be just panting from exertion covered in minor cuts or limping holding their guts in as they try to find a doctor/medic/barber surgeon.
 

RN7

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That aspect of realism would make the game MUCH more interesting, realistic and possibly even better, but it would also make the game much harder. Some people would ***** about the aspects of damage and pain. From a gamer's viewpoint, it's great. From a dev's viewpoint, it might not be the best way to attract a large customer-base.
 

A Playful Shark

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The problem is that getting shot with this system is irritating and time consuming.
I don't want to bandage myself every time i get shot, with the consequence of bleeding out if i don't do it.
Also, instant deaths aren't fun.

Considering how often you get shot in a shooter game, i don't think it's a good idea.
 

Zeromaeus

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Mcupobob said:
Blue_vision said:
Snarky Username said:
The problem with realistic shooters of any kind is that realistically, one shot to almost anywhere on your body would put your out of commission. If anything, Halo, the game that started the regeneration mechanic, is one of the most realistic shooters there is. They have an excuse in the whole "super armor" thing.
Not so. There are plenty of instances (notably off the top of my head that FBI shootout in Miami or something) where unarmoured people have taken tonnes of bullets but lived for long enough to keep fighting for a while. To a motivated soldier, a bullet to the calf wouldn't really put him out of comission.
Sorry but what I got from that post was if your motivated enough bullets won't hurt as much or kill you right away?

OT: Sounds fun but I want to see a good shooter that forgets realism for once.
Duke Nukem!
 

zombiesinc

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Mar 29, 2010
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The more realistic, the less fun. And we want fun.

Your system sounds awesome, especially for single-player, but I just don't think it would hold up in an online multiplayer match.
 

Woe Is You

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For some reason I'm getting the impression that everyone thinks that if we were to have more simulation in our games, it'd mean we wouldn't have our Call of Dutys around. I'd like to think that it'd be nice to have different types of games around: regenerating health, Deus Ex style limb tracking health and maybe even health packs. For, you know, more variety. And I don't know if it's the PC gaming roots I have (doubtful) but some of use like a more slow-paced, methodic game. Making things more realistic doesn't really have to mean that the game is less fun.

And am I the only one that considers gameplay something that's qualitative instead of quantitative? I mean, unless the game is literally non-interactive, everything part that is interactive should be considered gameplay. I see slower games getting accused of having "less gameplay" than faster ones and I mustn't be the only one thinking that's a pretty bizarre accusation to make.

Speaking of simulations, by the way... Where's my Elite 4? Stop doing Kinectimals, Braben!
 

SL33TBL1ND

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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.
So basically the health system for Deus Ex. You don't work for Ion Storm do you?
 

RadiusXd

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Timbydude said:
Blue_vision said:
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.
Have you ever played Deus Ex?

Granted, it doesn't have psychological trauma and stuff, but it has exactly the "limb-based injury" system you're describing.
Damn, beat me to it.
 

Keava

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Mar 1, 2010
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I actually like the regenerating healthbars. It increases the pace, and encourages more active play when you know that just few seconds of peace will let you be back in combat on full terms. I consider shooters as games that are made for quick, mindless meat-grinder action, not a surgery simulator.

Want realism? Play games with medic role and then complain about how the guy who got to be medic didn't got fast enough to you to bandage you, or got sniped during last sprint towards your position and even if you do get medical attention your accuracy, speed and focus should be lowered till respawn.