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Incline of Halo?

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http://arstechnica.com/gaming/news/2009 ... erview.ars

Halo 3: ODST puts you in the boots of four Orbital Drop Shock Troopers between the timelines of Halo 2 and Halo 3, the game expands the story of what happens on Earth in that timeframe. Since you're no longer a Spartan, there will be no regenerating health, no dual-wielding. You're going to feel much more like a soldier than a superhero.

What does this mean for one of the greatest RPGs ever released? Discuss!!
 

Mangoose

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Divinity: Original Sin Project: Eternity
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Oh god.
 

racofer

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Speaking of dual wielding, anyone thought about the awesomeness of dual wielding plasma rifles or BFGs in Doom?
 

Unkillable Cat

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racofer said:
Speaking of dual wielding, anyone thought about the awesomeness of dual wielding plasma rifles or BFGs in Doom?

Dual wielding BFG's would give you a fatal hernia. Dual wielded Plasma rifles, however... :twisted:
 

Moray

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Has there ever been an FPS to incorporate dual-wielding - even if it were just smaller, one-handed firearms - but in which case it's a direct detriment to accuracy doing so?
 

DraQ

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Moray said:
Has there ever been an FPS to incorporate dual-wielding - even if it were just smaller, one-handed firearms - but in which case it's a direct detriment to accuracy doing so?
Off the top of my head, UT enforcers were less accurate when dual wielded, but more dakka made up for this.
 

KreideBein

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I rather enjoyed the Halo games, so I'll probably get this. The prospect of playing as someone who isn't a godlike super-soldier is pretty tantalizing, assuming that they make the player character have the same values for health and whatnot as the AI marines.

It's kinda disappointing that Bungie's working on this instead of a new IP, though. When they broke free of Microsoft, I was really hoping that they'd leave the Halo franchise behind; the story is essentially concluded, so there's no reason to keep going with it (aside from money).
 
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Regenerating shield in your super armor is about one hundred fifty two and a half times better than chogging down medkits you universally find in every second room.
 

KreideBein

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Emotional Vampire said:
Regenerating shield in your super armor is about one hundred fifty two and a half times better than chogging down medkits you universally find in every second room.

It's not like the only two ways to handle health in an FPS are ultra-fast CoD-like health regeneration and medkits everywhere. The first Halo actually had a nice way of doing it; keeping your health up was just as important as keeping your shield at full strength since the latter could go down very quickly, at least on Heroic and Legendary. Medkits were also relatively rare, so rushing out into every battle Doom-style wasn't a viable option. There's also the OpFlash way of doing it (you're fucked if you get shot at all), though I can't see that being terribly fun in a game that's much more focused on action than OpFlash.
 

MetalCraze

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there will be no regenerating health, no dual-wielding
HARDCORE

KreideBein said:
There's also the OpFlash way of doing it (you're fucked if you get shot at all), though I can't see that being terribly fun in a game that's much more focused on action than OpFlash.

The solution is quite simple - give enough health to complete the mission. It will make the player to be constantly on his toes and at the same time won't be an annoyance.
 

KreideBein

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MetalCraze said:
The solution is quite simple - give enough health to complete the mission. It will make the player to be constantly on his toes and at the same time won't be an annoyance.

This is a Halo game, not a realistic tactical shooter. You can't apply the same ideas for health to both since the combat is entirely different. To do what you're suggesting in, say, Halo 1 would have required the player to have an astronomical amount of health due to the fact that the player gets shot a lot, even if they're being careful.
 
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KreideBein said:
It's not like the only two ways to handle health in an FPS are ultra-fast CoD-like health regeneration and medkits everywhere. Now I will give examples of others way to do it which don't work very well.

uhhhh
 

Damned Registrations

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KreideBein said:
MetalCraze said:
The solution is quite simple - give enough health to complete the mission. It will make the player to be constantly on his toes and at the same time won't be an annoyance.

This is a Halo game, not a realistic tactical shooter. You can't apply the same ideas for health to both since the combat is entirely different. To do what you're suggesting in, say, Halo 1 would have required the player to have an astronomical amount of health due to the fact that the player gets shot a lot, even if they're being careful.

What he's suggesting works fine. Armored Core games use this model for their missions (With the added bonus of you getting to decide how much armor and ammo to layer on.) No arcade style health bonuses or ammo refills. Nothing grants tension like finding yourself with only 10% of your health remaining 15 minutes into a mission of indeterminate length. Although the later games in series make the difficulty take a nose dive with the exception of some amazingly cheapass duels. (Seriously, White Glint you can go fuck yourself with a pile bunker.)
 

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