A Game Design Feature for FPS

Post » Wed Feb 19, 2014 12:49 am

You know there has been a game design feature been done in RPGs for a very very very long time. Which I never understood why FPS never adopted, especially the more realistic ones with normal soldiers with no special powers of any sort.

Is Critical Wounds.

Get rid of the regenerating health going on in FPS and add some stragety. Bring back medpacks and add in a feature of critical wounds. One of the reasons why FPS don't always generally appeal to me is one how easy it is to modown people with a gun and how easily they die. But there has always been something that bugs me a great deal too. When your main character falls from explosions and high buildings, etc.

So let's say you and your squad were tricked, the roof explodes and you all fall down.

A Critical Wound would mean the next mission till the end of this chapter, you would be playing the game with half health, health packs would stop the bleeding from the wound, and would have a left for dead painkillers for other reasons.

I think it add more stragety and more challenge, but maybe that's just me.

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Alex Blacke
 
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Post » Tue Feb 18, 2014 8:05 pm

Part of the reason why regenerating health was standardized was due to shooters laregely moving away from projectile-based weapons which gave you opportunities to avoid getting shot using movement skills. This was likely due to shooters moving to consoles as the main platform which doesn't offer as precise controls with a gamepad. So you're just expected to soak up instant hit bullets like a sponge and then hide behind cover to regenerate every now and then. Having long term health drops like that likely wouldn't mesh with that type of design.

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Anthony Rand
 
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Post » Tue Feb 18, 2014 10:41 pm

But I like the older design. And even in the older design you still have to well, not get hit especially since your health does not regenerate.

It worked in Doom 3 and Doom 3 HD addition. I love it twenty times more than the Battlefield or Call of Duty franchises or really any game. In a lot of the newer games I say screw cover anyway and then just run rambo in there and take them out before I even die.

It gives a sense of survivalbility and it gives the game challenge.

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Paul Rice
 
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Post » Tue Feb 18, 2014 10:09 am

There's no strategy in the Rambo/casual approach.
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Kim Bradley
 
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Post » Wed Feb 19, 2014 1:36 am

No there isn't but I figure if my health is going to [censored] regenerate [censored] it I don't need cover.

All though Spec Op the Lines was really really good. The twist with it feeling like a run of the mill first person shooter and then your horrible horrible person choices thrown back in your face. I was like, ohhhhhhh.

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Charles Weber
 
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Post » Tue Feb 18, 2014 4:56 pm

I think of critical wounds kind've in the same sense as burn damage -- when your character catches fire. You'd simply be critically hit and bleed out.

With today's interfaces and gameplay mechanisms, keeping yourself alive would seem like a very boring, tedious and repetitive task..don't you think?

I love the idea, but it would have to be implemented in smart way in order for it to work.

For instance, maybe you have to be constantly holding a button down (ie. double clicking the right mouse) to stop the bleeding, keeping you alive until you can fully heal your severe wound. But what if you wanted to aim down your sight to shoot someone? Now you must make the decision because the same button can control whether you're aiming down your sight or clotting a wound.

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sexy zara
 
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Post » Tue Feb 18, 2014 9:58 pm

This is actually why I like Halo Reach... They brought back health and health packs (Which weren't around in the Halo series since Halo CE).

Still have shields though, but you can easily disable shields so players only have health and that's it... I've been playing quite a lot of "no shields" games today on Halo CE actually...

And yes, I do agree. I like having health, no regeneration, and health packs stuff. But that's about it... I don't really care much for 'bleeding wounds' and other similar things which causes a health degeneration effect.

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Chris Guerin
 
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Post » Tue Feb 18, 2014 4:43 pm

Well I just think if I'm falling from a 5 ft building

-Shrapnel

-I just got crushed by something

In my mind, but maybe this is just the way someone with aspergers thinks, I am thinking

-Shouldn't I be hurting right now, he's walking like normal

-What about my health, shouldn't I be at like half health

It's why I like features like this. It just helps with my contigency instead of

-Oh an explosion

-A building toppled on top of me

-Welp going to be back to rambo now and bust down doors with the same amount of effectiveness as before, nothing happened

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Jason White
 
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Post » Tue Feb 18, 2014 2:29 pm

I don't really like this. I don't like anything random like critical hits in an online shooter, nor do I like people being at a disadvantage, from anything such as being at half health to requiring something like a med kit.

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Bones47
 
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Post » Tue Feb 18, 2014 7:47 pm

You don't have to require it, but your health would definetely be at half health. Contigency and makes sense you fell 5ft with an explosion.

The health pack would be something like

-You went and had a heavy shoot out, oh no the critical wound you dressed up opened up again and started bleeding better find something to stop it

I mean they did that in Left 4 Dead 1 and 2. Why can't a game like COD or Battlefield or some other FPS do the same? It makes sense.

I like to know that as a normal human being my main characters get injured and get hurt. And don't feel like I'm running around god mod up in here while my squad mates are losing legs, and dying. It doesn't make sense. Everyone else around you is mortal, while you're some immortal vampire.

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Claire
 
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Post » Tue Feb 18, 2014 10:46 pm

Because games like COD and Battlefield are about streamlined combat. If you wanted to make it as realistic as you want to it wouldn't be fun, that is the thing I can't stand when people always push for more realism in games. You make a game really realistic and you get reality and guess what isn't cool, funny or awesome at all, real life war

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Ilona Neumann
 
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Post » Tue Feb 18, 2014 4:26 pm

I think that when you get a new weapon in an FPS game you should have to fill out all of the proper registration forms and wait five days before you can actually use it.

That's really a matter of opinion, isn't it? I do agree that too much realism makes games less fun, but for me a total lack of consequences for being sloppy also makes a game less fun. To me what the OP is suggesting goes a little too far, but a lot of modern games go too far into "no consequences" territory for my taste. Consequences make me try harder.
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Stace
 
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Post » Tue Feb 18, 2014 11:12 am

It's just straight up unfair. There is simply no reward for winning gunfights, except for an easier death. If I'm going to die by an enemy gunner, it should be because he outgunned me or got in a better shot, not because I took on a group of guys, got shot up, and lived to tell the tale, but full of holes. Why should you, a person who either just joined the game or just died, be at an immense advantage over me, a survivor? The health system works in Left 4 Dead because it's a game of attrition, with the Infected trying to wittle down the survivor's health and pick them off. The Survivors will almost always win against the Infected in a straight up fight, but they'll lose once they start to over exert themselves and get worn down halfway before they even reach the safehouse.

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Yama Pi
 
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Post » Tue Feb 18, 2014 10:50 am

In PvP, I prefer the classic Halo approach... Every player starts with the same two/one weapon(s) which is dependent on the game type... From there, you gotta find weapons on the map you are playing on in order to get a different/better weapon.

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Eilidh Brian
 
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Post » Tue Feb 18, 2014 11:58 pm

DayZ is the closest I've seen to what your saying. Any good hit will cause you to start bleeding out and if untreated you will bleed to death.

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Steven Nicholson
 
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