A game already did this...check out Alpha Protocol. Had an "Endurance" meter that would deplete first and regen over time, and when that hit zero, you lost permanent health, that could only be recovered through pretty rare health pickups.Sansha said:This is an interesting idea. A regenerating bar, and when that depletes you take damage from the solid bar, which must be refilled with health items.Jordi said:What's the alternative? Stuff like potions and health packs aren't exactly realistic either. It depends on the game what works best.
Personally, I think a system where you have multiple health bars works the best. You can regenerate all of the health in one bar over time, but when a bar is completely depleted, you need some sort of health item to get it back.
I really like that idea. You should publicize this, maybe mail it in to some devs.
The Otogi games did this too. Worked very well for them, as small damage did very little if you were careful but became a huge pain if you weren't, and made heavy attacks all the more devastating. But the point remained that with care you can get out of a fight technically unharmed (or relatively, at least), even if you slipped up a little at non-critical moments.Dragonborne88 said:A game already did this...check out Alpha Protocol. Had an "Endurance" meter that would deplete first and regen over time, and when that hit zero, you lost permanent health, that could only be recovered through pretty rare health pickups.Sansha said:Also SnippedJordi said:Snipped
Just play Battlefield 2.themrwinkleman said:I would be very interested in playing say, COD Black Ops without regenerating health. Imagine people actually using cover during gameplay? Laying down accurate fire, operating as a section/squad, afraid to run around regardless of their lives? Thad would be intriguing.
I totally agree that health items and stuff like that are good for some games while regenerating health is good for others.believer258 said:Yes, it does add a bit of tension to some games. You've got that right.LitleWaffle said:To me, it isn't whether it is realistic or not, since most FPS's are nowhere near realistic.Jordi said:What's the alternative? Stuff like potions and health packs aren't exactly realistic either.
However, I feel as if regenerating health takes out a large chunk of strategy and common sense to a game.
If you are low on health, you snoop around trying to get some more health without being noticed by the enemy to stay alive, that's a lot of fun and a challenge.
A sniper can than become more effective with non-regenerating health(These examples are not including head shots).
A sniper can support their other teammates by weakening the health of enemies before another teammate gets to him, making an easier kill.
A sniper can also pick off enemies easily that have been injured.
Without regenerating health, you can't just charge in guns blazing and hope you succeed. You need to have more strategy than that.
But look at CoD, where two or three bullets can kill you. And then think about single-player - the sort of stuff you described doesn't work in single player. Not until you get a buddy to join, and as fun as it is co-op is still shrugged off in most games. Especially any one that uses a health bar. I don't see how CoD lacks common sense and strategy, it's just a whole lot faster paced and tense than static health games. If you think you can charge into a room and blast everyone away on CoD, you need to play it again. On a harder difficulty.