Quote:Original post by thelurch You're half way through a level and one of your teammates has a rather serious injury (80% damage -5% if moved). You decide to save him at all costs. ... ...
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Thanks for the clarification, I get what you mean now.
So it's not so much the status effect, it's the turn around time to alleviating the status effect that seems to be the issue (or at least the hopeless aspects to the effect).
Now, ironically, without ANY status effect, if this were a combat situation you could still run into the same issue with healing and enemies. Think of this: You're midway through underground ruins that keep repopulating enemies and run out of plain restoratives (things that just repair your HP). Now this can happen to you in any game from Fallout to Morrowind.
Here's two interesting related anecdotes: In System Shock I screwed up somehow and quicksaved my game with 2 bullets and 7 health. I was right outside a cargo bay with two autoguns and a bunch of zombies, no health anywhere on the map and no way to go back and get ammo. I rushed in time after time, dying again and again, until I finally mapped the area and figured out how to jink, dodge behind cover and smash the enemies with a simple wrench.
In Morrowind, like an idiot I decided to wander all the way up the slopes of Red Mountain with a half-broken sword and NO HEALING SUPPLIES. I got the NPCs with me killed, got lost, and was down to 2 HP on the sword (meaning one extra swing and it broke). I would sneak inch by inch, find little cubbies to sleep and restore in, and it took me about 3 real-time hours to get down, restoring maybe a dozen times after getting killed or hopelessly surrounded.
Now, of all players out there I consider myself a restore crybaby. [grin] I hate getting stuck, so as a designer that's tops on my mind. But to be fair I recall these experiences, both of which sent me cursing enough to make a sailor blush, as one of the most intense and (on later recall) FUN experiences of the game. (Okay, so maybe I'm some weird gaming masochist, I don't know).
The point is that sometimes we have to be laid low in order to really triumph. You don't get that with a safe, conservative damage model where you can ALWAYS reliably predict how many hits you can take and how long it's going to take to get through some challenge.
Quote: The problem here is that in that situation your team mate is already dead (even if you play the rest of the mission perfectly) but you have no way of knowing it without going through all the possibilities. And that can be frustrating (especially if you have limited gaming time).
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Yeah, a situation like this can engender a feeling of "I can't believe they let this happen." I ran into this in Escape Velocity where I got trapped after simply running out of fuel.
The really nasty thing is that you'll never see this in a level-based game because there are invisible walls hampering your freedom. But in an open-ended game, this may be one side effect to freedom.
Quote: II.) The movement penalty could be one time only thing. So, no matter the distance moved or amount of time spent moving, the player can easily calculate the chances of survival for his wounded. e.g. 96%, -5% if moved = He's practically dead unless I can bring the health pack to him and keep him safe while I'm away. but... 94%, -5% if moved = As long as he doesn't get hit by any more enemy fire he will be safe.
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I should have been much more specific, but that's how I saw this as happening. Always being able to stabelize the character MAY work, but I'm thinking now that that really should be a matter of how you've trained your people.
NPCs have limited skill slots, just as you do. If you choose to train everybody in first aid (in case the doctor goes down first) then I'm okay with you stabelizing a progressive damage status effect like bleeding. I have to go with a certain level of player responsibility here or it will feel like your choices are meaningless. One outcome of lots of choice must be that you can make suboptimal choices.