No bullet penetration,
I dont think this will be a noticeable issue. MW2 went abit overboard with their bullet pen, so much that too many people didnt know what they could hide behind, and what they couldnt. Frankly, though its a realistic feature, its got more thorns then roses and thats probably why splash just didnt touch it. I'm sure non colidable objects, glass, and fences/wires will be able to be shot through just fine and with good level design you wont even notice.
No love for female avies,
I personally hate seeing this come up. I personally would have liked to see female avi's, but lets face it, there would be implication issues. The art style wouldnt support things people would like, the exaggerated features, med/heavy body types... Though i'd gladly have my female heavy engineer named Bertha, who carries a mini gun, i think in the long run female chars would be less appealing then people think they would be. Ive stated before that female chars in video games are almost strictly for six appeal, and i dont think that it would come off right in Brink.
It seems a bit outdated to use health bars in a shooter. I don't know what other people think about this but I feel like it's an odd choice seeing as in real life you wouldn't know how many bullets you need to put into someone before they die
Quite honestly, I greatly prefer this over the Halo/MW2 "ouch ouch ouch i've been shot, oh well go hide for 5 seconds and enjoy full health". When i shoot you, you should STAY hurt, not have magical healing/regen powers. Brink meets this half way using pip bars, which i find quite appealing. You never get screwed out with just 1 hp, a love tap and your dead, but you dont have full HP regen, which frankly, in Brink (where people have large health pools) would be absolutely stupid. You'd never kill some people. Also, when a player gets hurt, and have that 1 pip left, they are very close to not being alive any more. This invokes a level of self awareness that they can see that theyre hurt, but still want to survive to keep playing. An injured player will generally suddenly go on the defensive, and try to hide/escape, and perhaps even retreat to find a medic. THIS, i find more realistic, and highly appealing. Also, if i manage to injure you, and chase you down, unless you found a medic i can still get my kill in, or i could leave you to a team mate. Your not going to want to fight me, because you know your at a severe disadvantage and thus will try to escape or find some advantage that will give you the possibility of still winning. This is something i love to see, which you dont find in the "balls to the walls" style of play in MW2. Even if the player isnt dead, therye effectiveness is still cripples, as they cant effectively go 1 on 1 any more and can easily be taken down by the next guy.
It seems like the mission variety may get old pretty quickly
Maybe, we'll have to see how well they play out between players and AI. I consider each map to be a different "variety", so technically we'd have, what... 10? 10 maps that can go either way, and turn out however they want. I think that could have some longevity. I'd expect SD to keep supporting their game well after its released, and hopefully we'll see some expansion before things get too old and worn out.
also I'm unsure if I like the idea of switching classes on the fly instead of having characters be dedicated to their chosen profession. Personally I'm an RPG fan, I like being able to develop my characters abilities,
I would normally agree, but think of it like this. You are your CHARACTER. You, as a person, can change jobs at any given time. However the skills you've acquired in life will make you a better engineer, soldier, operative or medic. Just because you go from soldier to engineer, doesnt mean you'll be any good at it. You just have basic training that enables you to pickup that classes MoS and equipment load out, and thus complete their basic task. As you develop your skills in a particular area, you'll be far more effective as that job type.
One last thing which I thought was interesting but don't have a particular view on is the idea of having characters be faction locked.
Hmm... I've thought about this, and could agree except that, when you go online, if you were locked into one side or the other, you'd be kinda screwed if you only played one side, and there just wasnt spots open. Or worse, if they forced you to play your "opposite" alt, which you didnt play with, and now have crap/no abilities.
Here are things that I have concerns with:
- No fatigue meter.
Frankly, i find this a boon. I HATE that in most FPS's these days you cant run more the 5 seconds. Its obnoxious, in Crysis 2, the larger maps are just a B**** to navigate. I'll die, and not be able to make it back to the escape pod before its gone. Or i'll need to get away, and right before i can make the corner i'll slow to a turtles crawl, and get sprayed down. I can see your point about bum rushing people, but i feel that if you seriously tried this, you'd find your self failing in most cases. We'll have to see how that plays out, its a legit concern but i dont think it'll be an issue.
- Operatives mine detecting ability.
Huh... Another legit concern. I cant say how well this will play out, but i think you may be right on this. However, a concern of mine is that operatives just dont have the objectives that other classes do, and thus will be terrible at leveling. What do they do, hack? okay, how often are we gana do that before it gets old. Other then that, we have no way to directly help our team. I've never noticed that theres an objective to find mines btw. But if you could show it to me, i'd appreciate that. I'd like to think though that the objective would lead you to the area with the mine, then the operative has to find it. That would add a level of challenge while still giving the operative something to do. Makes sense to me.
- Being able to switch body types. I would like to see some consequence for choices made. I can understand not making you stick to one faction as being able to play both sides adds variety to maps as well as longevity. Also for competitive reasons it makes things easier. As far as class I can understand there as well as you may play in pub matches where everyone is one class and you lose horribly.
Not gana say i disagree, but the fact that you START the game as a medium, would irritate the junk outa me if i had to restart as a light (which i intend to play and master). Perhaps they realize that, choices are personal, and you dont know how well they'll work until you try it. Also, if you had to level up a heavy, just to decide it just wasnt working out for you, then having to start over, would really put down alot of players. Most people will find a body type for a specific character/class combo, and stick with that for that individual anyway, so this shouldnt be too much an issue. Having consiquences before you fully understand what your choosing is something i harshly disagree with. I cant list how many times i've chosen a set of abilities/skills in a game, only to realize they just didnt work out how i thought, and ended up crippling my game. I'm in the habit of saving before i level up now in most RPG's just because i'm so unconfident in my choices. I cant number the amount of times i've gone "oh man, that ability sounds AMAZING, i gata have it!" so i work up for it, and then it just ends up blowing chunks, wasting far too much time/effort.
- Control Turret ability for Operatives. The description states "Control Turret allows you to take remote First Person control of friendly turrets". This concerns my because from that statement is sounds as though friendly Operatives will be taking control of there own Engineers turrets. My concerns are this may completely nullify any points that Engineer gets, Could be used to sabotage your team taking control of an Eng turrets and not doing anything so they don't fire at enemies letting them be stolen or blown up, Is no reason they should be taking control of a friendly Eng turrets. I can understand an enemy one they hack but there is no reason to give them an ability that may hurt backfire and cause conflict within there own team.
This is a good point. Certain people will always grief. However, i think the benefit of an operative actually using the turret well, far outweighs them just griefing the engineer. The turret is usually very secondary, mostly a diversion that distracts players and just harasses people. Loosing that would just be loosing the thing annoying people at your side. An operative actually manually firing the turret could turn it into a lethal weapon. Would it be irritating that some douch operative keeps hijacking your turret? Yes... In which event SD should probably give a way for engineers to kick operatives off their turret. Perhaps by interacting with it. Hopefully, if its a legit issue, they will do something like this.