gameplay affected when you are hurt ?
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Join Date: 2002-11-04 Member: 6944Members
<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 ?
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
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.
Also consider how things like medpacks, metabolize, etc would key into this.
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.
NS while partly Strategy based; is supposed to be fast-paced aswell. This would take away from that.
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.