Making a slight control change (concerning grenades) doesn't make one game into another. Adding in weapon cycling to Uncharted wouldn't make it into MGO, the core gameplay will remain the same. Also, I find it quite awkward and not nearly as smooth as it should be to switch from your primary to secondary in Uncharted because I have to take my thumb off the left stick to press left on the d-pad to switch to my secondary (or aim and press triangle). With a weapon cycle control scheme, you tap R2 to switch to your pistol, and that is much more fluid and easier. I've gotten pretty good at the Uncharted 3 beta (Smoke Bomb is awesome sauce) and most of my grenade kills just feel cheap as you can drop them at a moments notice. Making me switch to them doesn't change a lot it just means if I get into a unexpected situation in which I would want to throw a nade, I wouldn't be able to.Ironic Pirate said:MGO =/= Uncharted. What works in one game doesn't work in another. Also, I played the Uncharted 2 beta quite a while recently, and what you described happened once. I rolled away and killed him. I probably didn't even need to roll, because grenades in that game are incredibly weak.
Also, the entire point of Uncharted is fluid control. You make the point of Uncharted 3 being less fluid than UC2, well than making you switch to grenades would make that even worse, wouldn't it?
You picked two games that didn't have health regeneration, and said that because it wouldn't work in those games it doesn't work in any games. So two games that were designed from day one to not have to health regeneration, would not be improved by health regeneration. Hmm. On top of that, Warhawk is based around spawning with nothing and running out to go grab some good weapons and equipment. Within that framework, health packs make sense and fit well. Mag is a class based shooter with an emphasis on team work, where people who can heal you are nearby and encouraged to do so.
Let's look at CoD. Removing regenerating health from CoD removes a central component of the series, and there's no easy way for them to work in any other kind of healing system without even more dramatically changing the game. Therefore, non-regenerating health ruins any game ever no exceptions. See what I mean? That doesn't make any sense. Different systems work for different games, and one button grenades and regenerating health work for Uncharted.
Uncharted 3 is a quite a bit slower than Uncharted 2. Movement speed is slower, guns have more recoil, climbing is slower, maps are bigger, and the game is a bit more tactical. I do like pretty much all of the changes, but the gameplay has definitely changed and become slower paced. I do hate that headshots don't kill in co-op, Naughty Dog really needs to fix that. And, the whole headshots doing nothing better not find it's way into single player.
Now, getting to health regeneration. Having a health bar instead of regeneration doesn't greatly change the game either. You don't need the game to have health pickups if you have health bars. MAG could play very much the same with regenerating health, there would just be no need for medics. Warhawk would also pretty much play the same with health regen, there just wouldn't be health pickups. In fact, Warhawk would be better without many of the weapon pickups. I played Warhawk for quite some time, and all the weapon pickups did was cause you to go around the spawn area picking up weapons, it would be far better to spawn with most of the weapons since the pickups were in the spawn area. It would be kinda similar to how Uncharted 3 allows for loadouts now because in Uncharted 2, the FAL was all over the map, the game should've just let you spawn with it if that was your gun of choice.
I don't believe any online competitive multiplayer shooter should have full regenerating health, I could understand regenerating to half of full health, but you should never go back to full health. My reason is because if you hit somebody and they get away, they should be at a disadvantage so you or your teammate have an easier time taking them out in the next encounter. There should be a penalty for getting shot, plain and simple.