|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
The Black Jackal
The Southern Legion The Umbra Combine
885
|
Posted - 2013.10.06 05:21:00 -
[1] - Quote
As players, we lack the capacity in most cases to immerse ourselves in the mentality of a clone soldier, immortal, reviving instantly (or close enough to) after death in a new identical 'stock body'. Something our 'avatar' has likely done hundreds of times, probably thousands. So the mentality of the clone soldier would be something completely different to what the player at that point in time would be feeling.
Is it distressing to die? Probably yes. Even if you've done it a thousand times, the pain would still be there, though possibly pushed aside, or moulded into some, strange demented mindset where it's relished. But either way, whether it be this game, or a game like Battlefield, the players themselves do not adopt the mentality of the avatar they are playing.
Instead we want the game to do that for us. But how would it work? Battlefield 3 (and 4) have the 'Suppression Effect). This is not something that is real, it's a representation of your avatar's mental state being under fire, which becomes hazy, blurry, and though still able to fight back, have a more difficult time of it, they also move slightly slower, and have dampened senses of hearing and sight.
This is an example of 'simulated' Mentality. The player can't actually feel the mental state of the avatar, so the game simulates it, and feeds it to the player. DUST 514 lacks ANY mentality simulation. You get hit by a bullet, you're just as capable of turning around and shooting the guy who shot you, or shot at you, as you were the second before you got shot, or shot at.
While the suppressive effect may not be as large considering you KNOW you're immortal and will return, there would still be a hesitancy being under fire. Dying a couple of thousand times would probably make it something you REALLY want to avoid repeating. Players don't have this mentality, and thus the Avatar's continue to act in the same manner as they always do.
This lacks immersion, and limits the game.
Limits the game? How does it do this you ask?
Adding in a suppression mentality allows 'first strikes' to be effective, and allows a well-set ambush to have a major impact, when compared to rushing headlong into each other over an open field. It brings further tactics and strategies into play, and gives more variety in taking objectives.
It can also negatively influence your own team as well. If you're standing near a friendly tank that blasts away at hostiles with abandon, your own ability to hear and see will be impacted, so tactical choices of where to position vehicles as well as infantry will come into play.
As always, just putting up my thoughts for others to see. Let's keep these discussions open. |
The Black Jackal
The Southern Legion The Umbra Combine
885
|
Posted - 2013.10.06 06:15:00 -
[2] - Quote
Zat Earthshatter wrote:A clone soldier has likely been genetically modified to not fear the weapons of the enemy. The real way to put fear in a clone soldier, is to attack his wallet.
Thus, anything really expensive happening in your field of view - HAV destruction, CRU blown up, objective hack, etc. - may intimidate the merc. Instead of just firing at a dude, you'd have to destroy his assets to screw up his combat ability. This would look the same as Suppression, but last for a set time. This "debuff", if you will, would be lessened by the merc witnessing something expensive happening to the enemy.
What this creates is a sort of momentum. As you push your attack on the enemy, they become less effective as the match costs them more ISK. However, they can start to turn it around by incurring losses on you. This can actually balance against pubstompers, as they would be affected much more quickly by losing Prototype gear than the blueberries are by losing Militia.
In short: >Mercs don't fear death, they fear bankruptcy >"Suppression" effects as they witness the ISK cost of war firsthand >Spoils of war reduce these effects, while also placing them on the enemy. >Can be governed by line-of-sight, or a simple slider indicating the morale of the opposing teams.
Genetics don't affect mentality. The mind is a real man or woman's mind, put into a standardised clone body. So the mind is as normal-ish as ours. |
The Black Jackal
The Southern Legion The Umbra Combine
886
|
Posted - 2013.10.06 11:57:00 -
[3] - Quote
Jackof All-Trades wrote: Agreed. However, if you can't die... Imagine the mentality of someone like that. It would be exactly like the actual player's mentality. The only thing you're really worried about is if you're having fun or not. That's the great thing about EVE and its world - you don't need mentality, because it is identical to your character's.
But imagine if you were able to regrow teeth on command. But each day one would go rotten and have to be pulled out. So each day you had to have one pulled out, and each day it would be replaced, yet another would rot.
Day after day, you'd have a tooth pulled, without anaesthetic. Would you become cavalier and not care if said tooth was being pulled? Or would you start to dread your daily visits to the dentist because of the pain you experienced?
I use tooth pulled analogy because in two sessions at the dentist I had 24 teeth pulled total. And I KNOW how painful that could be, yet I've never died, so I can't tell you how painful that COULD be. Especially if you're left to bleed out. Some people may become desensitized, some may go mad, and some more may live immortally in fear of repeating the process.
Since our clones are a 'transferred' consciousness, taking the average person's response to negative stimuli, is that people generally prefer to avoid painful events, even if they know it wont affect them majorly in the future. |
|
|
|