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Slice, stab, pierce, smack

Started by September 02, 2005 10:27 AM
30 comments, last by Iron Chef Carnage 19 years, 5 months ago
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Original post by Iron Chef Carnage
I'm wondering if it might be okay to incapacitate the player character without actually killing him. You said above that if you're going to ruin him combat effectiveness, you may as well kill him. But really, if ruining his ability to fight is enough, why bother killing him? A sound crack on the back of the head might knock him senseless, effectively ending the fight, but it needn't actually make him die.

The setting is the biggest issue. The environment won't exactly be civilized. If the player is knocked out during a fight with mutigenic barbarians somewhere in the scene, what are the chances that these guys will simply let him sleep peacefully? Maybe the enemy can believe the player is actually dead. Hopefully they won't be cannibals [smile]

There are other factors. Like the fact that the player can recruit thugs to join him. Maybe this could be addressed by puting wake-up drugs in the game. So if the player is KO'ed while his allies are around, the game fades black and speeds up time - actually letting his allies continue to fight. If they defeat the enemy, or just have enough time to help the player, they could use any type of drug they have to wake his ass back up. If not, the game keeps fast forwarding until the sleepiness wares off. Seams possible.

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I've been hit with police pepper spray in the course of my own training, and others I know have been hit with stun guns, and I'll tell you that these things end fights as decisively as bullets when they're effective.

Perhaps it could be implimented by applying temporary status effects? Making the player's reactions slower, his perception lower, etc? Maybe just by not allowing him to attack - making him take cover to come back to his senses.

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In crowd control situations, a few tear gas cannisters can bring order faster and more humanely than machinegun fire and fragmentation grenades can. Not to mention they're cheaper.

[lol]

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Original post by Vopisk
I think, that balancing such an in-depth system is going to be a GIANT pain in your backside, but I guess that's your burden to tote around, and will inevitably be mine when I ever get around to actually finishing a project...

A lot of it is already implimented. The damage values are already set in the engine for the limited armor types that I have so far. But yes, balancing might be an issue. Especially if I keep trying to set everything realistically. Fortunately, I can introduce new types of metals and materials that could be used to realistically make it unrealistic :)

Thanks again for the ideas.
You seem to have a solid grasp on your project. I look forward to hearing more about it.

One last little tidbit: Take a look at Star Wars: Republic Commando. When you or another member of your team "dies", you can be resuscitated by a squaddie. When they go down, they just lay there until you zap them or order another guy to do it for you. When you fall, you stare at that little patch of ground and have two communications options on the screen: Keep Fighting or Help Me. If you think your guys should secure the area, you let them fight without you. If you know they'll need you, then you command them to get over there and wake you up. It's pretty cool.

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