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Marston VC
SVER True Blood Unclaimed.
143
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Posted - 2013.04.13 17:58:00 -
[1] - Quote
This came to me recently but I would like to propose an idea for adding a third HP stat which would represent the 'bleed out' time you get after getting shot down. This extra HP DOESN'T increase the amount of damage you can take before getting incapacitated, but it does give us an accurate measure for how much time we have roughly before we actually 'die' (in that clone anyway). This is how it would play out:
The Science: This 'third hp bar' represents the amount of nanites circulating throughout the clones body. Upon losing all shield and armor hp the clone will become incapacitated, at this time the nanites in the clone will start to be used up. The amount of nanites in the clone will vary depending on the size of the clone (but it will be explained later that this will not increase the amount of time any of the clones get no matter the clone you are). Should the merc that killed said clone want to, they could put four or five more bullets into the incapacitated clone to 'finnish him off' so to speak. But if there in a highly contested area that merc may have to back off giving medics a chance to get there.
The Gameplay: As mentioned above this adds the ability for people to 'finnish off' people, denying them the chance of getting there suit back. (it sucks, but if I want to take the extra time to shoot my victims 10 more times after death I would like it if they died for good). But it also adds a few other dynamics to the game. A skill can be added to allow more nanites circulating through the body, and this would increase the amount of time each clone gets to stay incapacitated. The reason each suit dies about the same time is as follows.....
(this is rough math meant to give an idea, not what the actual nanite number should be)
Scouts get 100 hp, assaults/ logis get 200, heavies get 300
scouts loose 10 hp/s, assault/logis loose 20 hp/s, heavies loose 30 hp/s
The explanation is that while it gives each suit more upfront hp (requiring more damage to be done to indefinitely kill the suit), it also takes more nanites to keep larger bodies alive. And the larger the body is the more nanites it can hold. obviously the math done above should be adjusted so that each suit gets around 30 seconds at default, but there should also be a skill that raises the duration by either 10% or 20% per level, allowing a suit to stay alive for much longer. (by raise duration I mean increase the total number of nanites a suit holds). This would add a whole other level of dynamics into the game, and can be used in many different ways. For example if a clone goes down inside a nanohive field (assuming the nanohive can heal armor) that nanohive could also extend the bleed out time of a clone (depending on how many nanites are left in it.). At any rate I realize theres more important things to worry about right now, but this would be a nice little feature that I think would add ano |
Marston VC
SVER True Blood Unclaimed.
145
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Posted - 2013.04.13 20:57:00 -
[2] - Quote
Soldier of Mawat wrote:I like the that you have thought out your idea quite extensively, but wouldn't it just be simpler to add a timer to indicate how long you have left until you bleed out?
what valto said, timers would be a good temporary solution to the current problem, but considering the game were playing here, I think this idea would be much better. Plus I think it would also answer the question eve players ask when there like "why don't mercs have hull hp" or whatever. If you think about it, it sort of makes sense too. Your shields are down, your armors down, so what about your actual body?? |
Marston VC
SVER True Blood Unclaimed.
146
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Posted - 2013.04.13 23:06:00 -
[3] - Quote
Matakage wrote:Arkena Wyrnspire wrote:Marston VC wrote:Your shields are down, your armors down, so what about your actual body?? Your actual body will be mangled horribly by even a single round from an AR. I suspect that superheated plasma exploding in your gut wouldn't be very good for your health. Adding yet another dial, counter, timer, gauge, etc., just detracts from the game in my opinion. Then again, I'm used to games like Monster Hunter where you can't see even see the wyvern's hit points. I like the fact that you don't know how long you have. You can come up with all sorts of sci-fi reasons why this timer might exist, but how about a realistic reason: you're freaking dying and you're not concerned with anything other than "Ouch, this hurts. I hope somebody revives me quickly." I think this is already somewhat conveyed by the fact that the screen goes to black and white and your view is tilted sideways. I get it, though. You're sitting there holding your controller, waiting impatiently for another human player to notice you. You have a complete disconnect with the avatar you control and being forced to sit for an indefinite amount of time is excruciating, especially when you have no idea if anyone's even coming to help you. Well, death is excruciating, too. Think of it as a way of connecting with your character.
Its a feature that wont hurt anybody, and will only serve to help people who care about it. I like to know how much time I have till I bleed out, simple as that. It gives me something to tell my teammates when they ask "will I make it in time?" Even MAG had this feature in the form of a slowly emptying skull. So I don't see why this game (which if you have figured out already is a VERY STAT BASED GAME) should cut out something that could definitely add to it. |
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