gameplay affected when you are hurt ?

Browser_ICEBrowser_ICE Join Date: 2002-11-04 Member: 6944Members
edited December 2006 in Ideas and Suggestions
<div class="IPBDescription">Marines and aliens</div>*** ooops, can someone move this into the suggestion and idea section ? posted in the wrong place ***

One game MOD I used to play called Urban Terror had one thing I liked. When you got hurt, you were walking slower, had a hard time running and jumping. The animation is showing that the player has a leg wounds and he is walking with difficulty while not being able to use his leg normaly(sorry English isn't my native language and have a hard time translating this idea).

Right now, most games hav ethe idea of geting exhausted while runnign for a while but not many have implemented this feature where your actualy movement is influenced by how you are hurt. Not having this, off course tends to let people rush in and attack like a Rambo and even if they have like 1% health left, they are still moving around as if they had 100% full health.

Having movements influenced by your actual health would introduce something new into the game. People would either think more carefully before rushing in, stay more on their gard, aim better from a distance or just simply trying not to get hurt. Overall it could change gameplay significantly.

I honnestly never liked the idea of having 1% health left in a game and still be able to run at full speed and dudge bullets from left and right.

What do you think about this for NS2 ?

Maybe not full implementation of it but a variance or adaptation of the idea maybe ?

Comments

  • HivelordHivelord Join Date: 2003-06-21 Member: 17567Members, Reinforced - Shadow
    Maybe if you get hit pressure points on aliens, like the head of the fades, it would daze the alien and throw of its aim. But there are just too many ways that the player can get hurt (lerk gas etc) and it would overall just slow down the pace of the game.
  • MentarMentar Join Date: 2004-08-03 Member: 30321Members
    I've never liked features that slowed you down/stunned you when you're hurt. Always ruin the fun.

    Not to rule out the idea entirely though. You could maybe change the sounds a little depending on hp .., have a marine make an exhausted breathing/groaning sound when he's really hurt. Maybe an alien could leave behind a little bloody claw print on the floor/wall when they walk around while injured.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    I'm with Mentar. One thing I always hated in CS was that slight hiccup that slowed you down for a moment when you were shot... to make an enduring penalty would be unfun.

    Also consider how things like medpacks, metabolize, etc would key into this.
  • CrotalusCrotalus Join Date: 2003-12-02 Member: 23871Members
    Well, the way I see it, the system should only work after the player has been wounded below 15% - 20% because it would become really annoying to have to suffer everytime you lost health. If the threshold is kept really low, then the hurt system won't be annoying, but you can also experience it without having to worry about living any longer after you are below 15% - 20%. Of course, this number would probably need to be adjusted based on the damage a skulk does in a bite.

    Another way would be to make visible wound animations or marks on the player, so enemies should be able to clearly see wounded enemies. I think this would make the game more fun because then as a player, you would always try to go for the weakest and slowest enemy. Likewise, if you are wounded, you are more likely to try to seek cover then go rambo because of your slower move speed.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    No; dont like it.

    NS while partly Strategy based; is supposed to be fast-paced aswell. This would take away from that.
  • CrotalusCrotalus Join Date: 2003-12-02 Member: 23871Members
    That's another thing, is NS2 gonna be fast paced too? I'd rather it be more like a survival horror (Aliens Trilogy) game if you know what I'm talking about...
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    I think it would spoil the fun of the game... When I play games like this it's generally anti-fun.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Punishing the player is dangerous - one need only look as far as Doom III (where impacts skewed and blurred your view so ridiculously the next blow was landing by the time you recovered, and picking up items resulting in spawning waves of monsters that left you worse than if you picked them up) to see the end result it can have on player opinion.

    that's not to say it can't be done well - in Urban Terror's setting and game style, it's a great fit, but in this sort of setting I could see it getting really frustrating really fast.

    You do have a good point about the 1% health issue, though, and I've come to greatly enjoy games that do away with health and armor numbers entirely and simply reply on less specific bars and/or regen after being out of combat for a while (cod2, gears of war, halo, etc). It actually makes it easier to die if you just stand there, but the process of getting clear right before you'd normally take a fatal blow is awfully intense and exhilarating and can actually encourage greater emphasis on more tactical play styles... and NS certainly isn't a tactical shooter, but despite my love for fast-action MP twitch shooters I've always hated seeing DM-style maneuvering on the marine side.
  • J!J! NS2 Artist Join Date: 2004-11-14 Member: 32788Members, Retired Developer, NS1 Playtester
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