The Heik said:
Kahunaburger said:
The Heik said:
OT: I'm perfectly fine with regenerating health. Speaking as a future member of the industry, it make designing the challenges of the game far more easier to balance. It's infuriating for the players to continuously lose to couple of grunts because their health is at one percent, when at a full health it's not even a challenge. That breaks the flow, and that's a very bad thing for a game to have.
I think it would be more accurate to say that it makes balance matter less. If a player can slowly grind through a firefight by popping a squat every few seconds, it matters much less if the firefight is imbalanced, because a sufficiently motivated player can always make it through.
But that's the mark of a bad design, so the balance wouldn't matter anyways.
Health-camping can easily be dealt with a little bit of forethought. One way is for the AI's behaviour change depending on the player's actions. If the player starts camping about, the AI throws some grenades at them or flanks their position, forcing them to actually fight rather than just pop-and-drop. Another good way to deal with it is to simply make a good mix of enemies. It's easy to camp on your regen if all your enemies are snipers who don't move, but if a couple of melee dudes and and some faster flanking units are added in, you suddenly have to prioritize who to destroy in order to ensure you don't get killed.
Bam, the fight is suddenly strategic, all without needing to handicap the player in any arbitrary fashion.
The problem with this mindset is that in game design you don't have "bam, strategic" or "bam, balanced." Creating a strategic/balanced game is a complicated task, and we know this because most games aren't strategic or balanced.
Look at Halo 2 - it doesn't just solve the regenerating health problem by throwing in melee units, grenade-throwers, and flankers, it solves it by giving some enemies regenerating overshields, making them smart enough to use them, setting fights in big, open levels, making enemies smart enough to navigate these levels and on higher difficulties use them strategically, creating flying enemies that flank from above, and so on. The AI in particular is the product of careful work - I've played many games that try for similar levels of firefight depth, but fail because the AI isn't smart enough to flank without getting shot.