The health system

Post » Sat Nov 21, 2009 6:15 pm

How does the health system work in Brink? I saw in one of the videos a red outline on the HUD when the player got hurt. Does health constantly slowly regenerate, or are you boosted to full after not taking damage for a while, and how quickly? How does it work in conjunction with the medic and medi-packs?
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Annika Marziniak
 
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Post » Sat Nov 21, 2009 8:00 pm

I'm not 100% sure, but I remember reading somewhere that the long part of your health bar slowly regenerates, while the smaller bars at the end of your total health bar can't be healed unless aided by a medic.

I'm curious as well so if I'm wrong, someone please correct me.
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Blaine
 
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Post » Sat Nov 21, 2009 10:54 pm

Ok if you ever played Far Cry 2 you know it already but I'll explain.

Your health bar is divided into "pips" or sections of a bar. I'll use for an example you have 5 health "pips" the last one is larger than the other 4 if you lose enough health to get out of a "pip" when you start to regenerate health you won't go beyond that bar. Medics can buff your health bar and add another "pip" so in my example you would have 6 "pips"
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Mario Alcantar
 
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Post » Sat Nov 21, 2009 8:10 pm

Ah, there we go, that makes a lot more sense.
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Ebony Lawson
 
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Post » Sat Nov 21, 2009 1:21 pm

Since the medic would be useless if you would regenerate health this won't happen. That'S at least what I presume...
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Eoh
 
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Post » Sat Nov 21, 2009 12:23 pm

Since the medic would be useless if you would regenerate health this won't happen. That's at least what I presume...

Edit: Ramziz was faster^^
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Roberta Obrien
 
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Post » Sat Nov 21, 2009 6:48 pm

Since the medic would be useless if you would regenerate health this won't happen. That's at least what I presume...

Edit: Ramziz was faster^^

beyond the fact that there is partial regeneration....

medics are still useful even with FULL regen.

Look at BFBC2 as aprime example... regen is slow, medics speed it up significantly.. also they rez, also useful....



but yah, in Brink you'll need a medic to recover lost pips
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Pumpkin
 
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Post » Sun Nov 22, 2009 1:50 am

Cheers for the info, guys. On the subject of medics, it says on the site that they bolster nearby teamates' defences. Do you reckon that that's a literal meaning, that medics give out a defensive aura, or that they have some sort of equipment they can latch onto a specific individual, like in TF2?
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Mashystar
 
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Post » Sat Nov 21, 2009 6:23 pm

Cheers for the info, guys. On the subject of medics, it says on the site that they bolster nearby teamates' defences. Do you reckon that that's a literal meaning, that medics give out a defensive aura, or that they have some sort of equipment they can latch onto a specific individual, like in TF2?

I think that just refers to their ability to buff ally's with an extra health pip... which requires them to be in melee range (or so)
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Claire
 
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Post » Sat Nov 21, 2009 11:00 pm

Cheers for the info, guys. On the subject of medics, it says on the site that they bolster nearby teamates' defences. Do you reckon that that's a literal meaning, that medics give out a defensive aura, or that they have some sort of equipment they can latch onto a specific individual, like in TF2?

Yes, let's say 3 guys within a range of 3 meters die. One medic pops up and throws a laz grenade, which makes these 3 people capable of reviving themselves and thus bolster the defensive. They can also throw individual syringes, which makes 1 person capable of reviving himself. However, this only works as long as they are incapacited (No health) a couple of shots extra will finish them off, so that they can't revive themselves and have to go in the next respawn wave.

And, as people pointed out before, you will be able to buff teammates with one extra pip.
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Chris Jones
 
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Post » Sun Nov 22, 2009 12:37 am

if you read the one guys explanation but didnt quite understand, watch this vid http://www.gametrailers.com/video/e3-2010-brink/700693
at 3:16 watch his health, the big long one will regenerate, but the smaller boxes do not, until his medic buffs him
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rae.x
 
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Post » Sat Nov 21, 2009 4:24 pm

Health's always a bit tricky in games. You need to get balance just right or...

Brink's system reminds me of the system used in Resistance: Fall of Man.

In Resistance's campaign, your health bar is divided up into four quadrants, which automatically recharges up to the nearest quadrant if you avoid getting hit for a little while. This isn't quite like what's become trendy because of games such as the sequels to Halo or Call of Duty, in which your health recharges completely between firefights. Here, when your health is low, you can still survive the typical encounter but you'll really need to be on your guard.
-Gamespot AU


I liked that idea, and I'm glad to see it again. Resistance 2 just played like COD with aliens.
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Naughty not Nice
 
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Post » Sat Nov 21, 2009 4:38 pm

Health's always a bit tricky in games. You need to get balance just right or...

Brink's system reminds me of the system used in Resistance: Fall of Man.



I liked that idea, and I'm glad to see it again. Resistance 2 just played like COD with aliens.


Yea Resistance 1&2 then Far Cry 2 are both really good games which have the same health system as Brink is going to use.
I also like how the different player types have a different number of extra health bars. Then when a medic boosts ur health, you get those bars back and also 2 extra ones, which eventually wear off anyway.
Still a very good system to use :)
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oliver klosoff
 
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Post » Sat Nov 21, 2009 6:31 pm

Transformers uses the same health pip system actually. (which btw... play the demo if you haven't... bloody great game surprisingly...)

though there are health packs on the map to refill your lost pips at.

Also, I wonder if it will be...

Light = 3 pips
Med = 4 pips
Heavy = 5 pips
Health+ Ability = +1 pip
Medic Health Buff = +1 pip


so a light with a +health ability and a medic buff would actually be as tough as an unbuffed heavy... just wondering :P

they might be 2 pips between weight classes too, though that seems a bit extreme.... 2-4-6....
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Euan
 
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Post » Sat Nov 21, 2009 11:37 pm

Transformers uses the same health pip system actually. (which btw... play the demo if you haven't... bloody great game surprisingly...)

though there are health packs on the map to refill your lost pips at.

Also, I wonder if it will be...

Light = 3 pips
Med = 4 pips
Heavy = 5 pips
Health+ Ability = +1 pip
Medic Health Buff = +1 pip


so a light with a +health ability and a medic buff would actually be as tough as an unbuffed heavy... just wondering :P

they might be 2 pips between weight classes too, though that seems a bit extreme.... 2-4-6....


Well depends if they are still doing the big initial bar or not.
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Andres Lechuga
 
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Post » Sun Nov 22, 2009 1:12 am

I think the big bar is your current health pip.... there is no real difference between it and the others... it just allows an easier to read percent of that pip.

So you drain the big bar once, and it refills, and you lose one of the small pips underneeth... that's how I would imagine it would work anyways... makes more sense. (i think)
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suniti
 
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Post » Sun Nov 22, 2009 12:47 am

if you watch that vid i posted you can see it... i might have gotten the time wrong but yeah...
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Isabella X
 
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Post » Sat Nov 21, 2009 3:36 pm

ah, I see it...

They changed their Hud at PAX though and I don't even see the extra pips... just the 1 life bar o_O
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Janette Segura
 
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Post » Sat Nov 21, 2009 3:54 pm

i like E3 better hmph!

... lol
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Sheila Reyes
 
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Post » Sat Nov 21, 2009 6:53 pm

Ok if you ever played Far Cry 2 you know it already but I'll explain.

Your health bar is divided into "pips" or sections of a bar. I'll use for an example you have 5 health "pips" the last one is larger than the other 4 if you lose enough health to get out of a "pip" when you start to regenerate health you won't go beyond that bar. Medics can buff your health bar and add another "pip" so in my example you would have 6 "pips"


And to be more specific, you can use med kits that will heal you fully.
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Lucie H
 
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Post » Sun Nov 22, 2009 2:09 am

Transformers uses the same health pip system actually. (which btw... play the demo if you haven't... bloody great game surprisingly...)

though there are health packs on the map to refill your lost pips at.

Also, I wonder if it will be...

Light = 3 pips
Med = 4 pips
Heavy = 5 pips
Health+ Ability = +1 pip
Medic Health Buff = +1 pip


so a light with a +health ability and a medic buff would actually be as tough as an unbuffed heavy... just wondering :P

they might be 2 pips between weight classes too, though that seems a bit extreme.... 2-4-6....


I hope they make it 2-4-7 cause other wise heavy's are not really that good... Then when it comes to clan matches they wont be as needed ether!
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kevin ball
 
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Post » Sat Nov 21, 2009 2:15 pm

I hope they make it 2-4-7 cause other wise heavy's are not really that good... Then when it comes to clan matches they wont be as needed ether!

you'd be making the heavies overpowered.
have trust in the devs, it's for a reason they delayed it again
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sam westover
 
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Post » Sat Nov 21, 2009 6:04 pm

you'd be making the heavies overpowered.
have trust in the devs, it's for a reason they delayed it again


Yeah i do :D tho i don't think that would make heavy's OP, just good! They would still drop fast :D
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FLYBOYLEAK
 
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Post » Sat Nov 21, 2009 2:09 pm

I hope they make it 2-4-7 cause other wise heavy's are not really that good... Then when it comes to clan matches they wont be as needed ether!

Just remember that health doesn't win a battle your weapons do if the heavy is good they don't need a ton of health.
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Andrea Pratt
 
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Post » Sat Nov 21, 2009 8:45 pm

Guys, if you want to find out what the pip system will be like play Shadowrun, its and old good game that sort of has a C:SS inventory buy screen + mana uses pip and mana, buffs cost some mana pip slots.

However I don't know how it would translate with health being the buff basis.

Brink has a lot of similarities to Shadow run, at least in that mechanic.
I think maybe Section 8 is the closest to the mission objectives on the side, of the main objective that I can think of, of course Mirrors Edge movement or at least an attempt at that style and then you have the shooting which is anyone's guess.
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Benito Martinez
 
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