AmrasCalmacil said:
I agree, it seems ever since Deus Ex all shooters need to have a super soldier who can't hold a pistol straight without someone to pat them on the back for their creative knifing skills. I like how they did it in Arkham Asylum, reminded me of Spiderman 2 without the need to run around for ages going 'whurr spider store?'.
Good times.
Exactly. Because the skill increases where applied to a group of weapons as a whole, then it meant that you could get a new gun and still be able to use it at the same efficiency of the others. It also gives you more room for other solutions to a puzzle. You either open a door with a lockpick, blow it up with explosives, or search for a way around or the key. In many cases, finding other solutions that may be harder or require more resources to get past offer extra skill points, which in turn can be used to help you get skill points.
Unfortunately, the problem with this method is balancing out the difficulty curve. In Deus Ex towards the end you got tougher enemies that weren't supersoldiers, in Batman you got some of your previous options stripped away from you in the environment design (the explosive charges on the statues). Plus supersoldiers, that you had to develop new tactics for to defeat without dying a lot.
Uncompetative said:
One of the best things about Oblivion was the character creator, I don't understand why the FPS genre doesn't support this.
Because its too hard to balance out the difficulty curve without offering a rational reason. For example, in Deus Ex, part of a mission that you have to do sees you trying to free the prisoner without alerting the guards. Now this wasn't one of the usual "they hear you, game over" stealth action. You either took them out silently, one by one, so you could get into the room, or you sneak into the room via a ventilation shaft, and you kill the guards in the prisoner's room before they exactue the prisoner. The reward being that you get a nice skill point bonus and a code to a sub you would otherwise need to search everywhere for.
But although using supersoldiers to ramp up the difficulty curve all the time is bad, placing them around the base with a larger amount of regular guards makes the game more interesting. Add in that if a guard raises the alarm the other soldiers are more perceptive, turrets become active (unless you find the panel and de-activate them) and nearby guards will rush in, guns blazing. The fact that sometimes enemies will run from fights, so other guards will join in, and they may try and attack you later, if they did not drop their weapon.