Topher said:
How is this "dumbed down"
In games with cover systems you at least have to worry about return fire (in theory, anyway). If you can disable foes through solid brick walls, then even that isn't an issue. It's the next step in the process of making games truly "popamole".
I mean it might be if it's implemented poorly but it's not intrinsically a dumbed down idea.
I guess I just can't see any way to not implement it poorly. What are you thinking a well-implemented system would look like? I can think of a few ways to make it less overpowered, but they're pretty iffy:
- You can hit enemies through walls, but the force of the impact will be weakened. This seems unlikely since they specifically said you could "disable" enemies through walls. And unless the AI is pretty good, it just means you'll have to take a few extra shots, which isn't a problem unless ammo is much rarer in this game.
- You can't see through walls, forcing you to attack blindly. If they do this, though, what's the point in implementing this augmentation at all? I suppose you could use an automatic weapon to try to weaken enemies before busting into a room.
- You can only attack enemies right next to the wall. Since they didn't specifically say that you could "shoot" enemies through walls, just disable them, I suppose this is possible. It seems like it would have very limited use in this case, though, and I doubt they would sink development time and resources into it if that's the case.
- It costs a lot of [bioelectric energy equivalent] to use the ability. Possible, but since your augmentations are supposed to be mechanical, this doesn't make much sense.
- It takes a few seconds to get through the wall, making it harder to time shots. This is probably the best option out of these, but it still raises the same issue once the player has learned to compensate for the delay.
- Most of the walls in the game are thick and made of steel. But again, why waste development resources on something that will be of extremely limited use?