New RPG/FPS Idea pg2: Damage system

Post » Thu May 19, 2011 5:39 am

-> First off, if you haven't read my original post for this RPG/FPS idea, please visit http://www.gamesas.com/index.php?/topic/1186498-part-2-new-rpgfps-ideas/ for more info on how the game will work in the first place.

The game has several types of damage that the player can experience in several different areas. Each damage type has specific hindering qualities depending on where it is received and how it is administered. Obviously, almost any type of wound inflicted on limbs will affect how the player interacts with things in the game - wounds to the legs will slow the player down, wounds to the arms will yield much less efficiency with any type of weapon. Damage on the torso region will have similar effects, with added hindrances like difficulty breathing and reduced carrying ability. Head/face wounds would be much different from most other games, as only the top half (dome) of the head will result in severe/fatal wounds (depending on difficulty - discussed later). Almost any damage done to the head will result in decreased visibility, hearing as well as general awareness.

Healing from most wounds requires resting either randomly in the map or at designated "safe houses." Some wounds will not heal unless the player rests at the safe house, and some require more than one period of rest to completely heal, depending on severity and difficulty of the game.

-> How the player receives damage in this (fictional) game depends on what difficulty the game is set on:

Easy difficulty yields a much more classic FPS style runaround in-game. Most wounds received will simply hinder the player's ability to move and shoot in the world for a short (5-10 minutes) time: eg - if the player is shot in the torso 1-2 times. Severely disabling wounds are quite rare, only occurring from stupid or reckless actions: eg - 2 or more shots to torso or any wounds or 1 shot to the head, or close proximity to explosions. Fatal wounds are similarly rare: eg - long falls, close proximity to explosions, many shots to torso or more than 1 shot to the head.

Moderate difficulty will have a more balanced experience, blending some realism with easy-playability. Hindering wounds are frequently seen: eg - 1-2 shots to the torso/limbs. Severely disabling wounds can occur in similar situations, or more than one hindering wound in the same area. Fatal wounds are more easily obtained in moderate difficulty than those on easy.

Hard difficulty would be the pinnacle of all challenges in this game. Firefights rarely yield anything short of severe wounds, same with almost any exposure to explosions (unless the explosion is very distant. This difficulty would require much more planning and forward thinking from players. If they see a challenge ahead they would have to check guns and magazines, assess the situation and take other precautions before even getting close to another guy with a gun.

However this challenge would be different from what most "hard" games display. We all (or at least most of us) know the frustration of playing ArmA or OP Flashpoint, walking along and then suddenly fall over dead because there was an enemy sniper 300 yards away. This game would differ in that you survive roughly 50% of the time from even the most severe injuries. Instead of having to restart from a pre-designated point (this game offers limited save-and-return features), you will often find yourself waking up several hours later, stripped of some gear, food and other provisions. How this would actually play in the actual gaming world is questionable, but I find it an interesting alternative to dying often on hard difficulty.

So if anyone has ideas or criticism, please feel free to let it flow.
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