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2011-10-29, 02:40 PM | [Ignore Me] #1 | ||
Colonel
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Forget about having to interrupt your gameplay with a medapp or armor glue gun.
Have it so health recovers rapidly with a short break, and armor more slowly unless attended to. This will keep the gameplay flowing, and not interrupt with having to put away weapon, get out medapp, etc. The idea is for more time spent shooting and less spent not shooting. A "wounded" soldier can duck behind cover, and just take a breather while his health comes up. During this time, he can be chucking grenades, using some Special Assault hardware, or communicating with others. This is a First-Person-Shooter, not First Person OMG Wait! HOOOLD EVERYTHING!! while I repair Okay, let's keep shooting now! "Hord it, prease" Go to 2:50. Last edited by Traak; 2011-10-29 at 02:51 PM. |
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2011-10-29, 02:44 PM | [Ignore Me] #2 | ||
Corporal
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As much as people bitch about regenerating health in modern FPSs, I agree.
In PS1 health and armor guns were a practical necessity for any self respecting grunt, just to heal and repair yourself. It just complicated matters. move the role of medic to *active* healing *in* combat. |
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2011-10-30, 03:52 AM | [Ignore Me] #3 | ||
Sergeant Major
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No, I think nothing ruins a competitive shooter like regenerative health. Especially a class-based one with a medic/engineer.
No, I won't have this nonsense in my Planetside. Even modern shooters are starting to figure out this mechanic doesn't belong in some games. Though assuming instead of armor they're going to be using shields, it's plausible they might regen, but not health. |
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2011-10-30, 05:42 AM | [Ignore Me] #4 | ||
Colonel
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Actually, this was based on a theory I had about how they were going to be increasing the speed/pace of gameplay. It would definitely be "more gunning, less respawn/run back to the front" if we had, as you said, regenerative health.
What was amazing to me, when I played, was how few AMS's there used to be. I would see the mindless HA RExo players running a kilometer to get to battle, but none of them bringing an AMS to make it so they could spend more time fighting. But, teamwork is something that seems to be against the creed of many of the players. In later years, there were far more AMSes, because people could finally afford the miniscule 2 certs to get them? Last edited by Traak; 2011-10-30 at 05:45 AM. |
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2011-10-30, 06:06 AM | [Ignore Me] #5 | ||
Lieutenant Colonel
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From what we know so far here is the situation:
Health is as it was; medics heal, as do health packs. Shields replace the armour value, and shields regenerate. Presumption: armour will reduce damage taken, more armour = less damage taken. I like this system as it still requires medics to patch people up without also requiring an engineer as well; one thing that DID slow down game play and lead to stalemates were all the people repairing and healing in stairwells. |
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2011-10-30, 09:44 AM | [Ignore Me] #6 | ||
Brigadier General
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I wouldn't mind having a regenerating health implant or ability or whatever, as long as it had a few important restrictions.
1) Not everyone had it on all the time, It had to be equipped. 2) It filled a valuable ability/implant slot that could otherwise be used for something else. 3) It regenerates health very slowly, taking at least a minute to restore your full health if you are down to 1 Hp. Restoring 1 HP per second sounds about right to me, but I could be off. 4) It stops healing you for a couple seconds after taking new damage, preventing it from be used as effectively in the middle of a firefight. With these limitations, not everybody would choose the ability and even those who did choose it would still benefit from medics and med packs. All that the ability would do would be to slowly get you back up to full health between firefights when there are no medics around and you don't want to use up your med packs. |
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