The Beans wrote:What would you have instead of health packs and regenerating health? What would you have used in the WW2 shooter you mention instead of regenerating health? I'm interested in seeing what you can come up with.
Erm... In terms of WW2 (or "realistic") shooters I wouldn't mind having to loot the people I've just shot for first aid kits, bandages and whatever. That'd work. Not every soldier should have them, obviously. Maybe a 5% chance per corpse? That'd create some good dramatic tension as you'd never be sure where your next TINY
health boost was coming from.
For it to really work you'd have to suffer a slight-to-severe movement/shooting penalty, based on damage. Running around gunning people down left, right and centre when you're on maximum hp shouldn't
be the same as if you're on 1hp after all. Developers just need to make it interesting without being punishing.
The Beans wrote:I think most of the people in here are just talking about single player campaigns when many games these days feature regenerating health to make multiplayer flow better (no single player game has ever offered me anything like the adrenaline rush you get from holding off real players and achieving victory against all the odds while looking through a screen of constant low health red). The single player campaign of something like COD is a side dish really.
Yeah, what I described above definitely
wouldn't work in Multiplayer. It'd be open to some astonishing abuse. The "workaround" for me would have to come via Game and Gameplay rather than some contrived and unworkable proposition. Like how I personally favour the Counter Strike: Source
model over CoD/BF3:
In Counter Strike
(when it's not heavily infested with cheats
) You get one life. You get shot and it's bye-bye. Wait for the next round. You get a MASSIVE
dose of player guilt, as you've very definitely let your team down, especially
if you've been pissing about like an idiot. So your life means
something. There's no "Whoops! I fucked up! Time to grab a quick Health Pack!"
You pay for that mistake. You pay in full.
If the only "deterrent" is some insubstantial "Kill-Death" ratio then there's nothing to lose. No strategy or teamwork is needed because there's no actual point.
Playing Tactically actually reduces
your effectiveness, since it's all about the fast kill. Just run about killing and getting killed, over and over and over and over.... Death holds no fear, because you're a 5 second respawn away!
To be clear I'm not saying all
shooters should have the CS: Source
model, God no. That'd be just as tedious as them all suffering from a stupid arbitrary two-weapon limit. I'd just like a little more creativity in my shooter.
How about an American Revolution Shooter
where the guns are friggin' awful
and you can barely hit a target ten feet away? Guns that can kill you in a single hit, but takes five whole seconds
to reload? Guns that kick up a load of smoke and obscure the nasty drawn-out gleeful stab-fest that melee combat would have to become?
Both of you miss with your shots? Then either stand there for 5 seconds reloading or close in for the kill with your trusty stabbing knife....
Freestyler: A customer that's too hard to please, complains all the time and wants everything for next to nothing.