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Re: Well...
Posted By: Adam <adam42@ozemail.com.au>Date: 2/3/00 12:24 a.m.

In Response To: Well... (Xian)

> Well, I more or less agree with you on an empathic level... I,
> too, am guilty of wanting to "go Rambo" now and then.
> But as a game designer, I sometimes feel the need listen to the
> higher calling- because, as enjoyable going berserk is, that
> style of gameplay is HIGHLY degenerative and hurts immersion
> (and teamplay to some extent). Good examples of this would be
> Tribes or Team Fortress Classic.

> I'm not a big fan of "booting" players, in general,
> but that's just my personal bias. I'm looking more for
> developer-based gameplay solutions (again, answer that higher
> calling)... you say there's loads of solutions... so share them!
> ^_^

If the problem is "How do we stop people treating a teamwork oriented scenario as deathmatch", here are a few things off the top of my head. Some of these have already been mentioned, and some are based on assumption of how Halo will work.

Weapons and ammo. With any marginally reaslistic carrying capacity, you may be able to go on a shooting spree (and even in team based games, this may be required), but it will be short lived, kind of like your marine after you run out of ammo very quickly. It's hard to go around blowing everything up if you nothing to do it with. Of course, this only works if weapons aren't lying around by the dozen, and respawn almost as soon as you pick them up. A limited arsenal will encourage completing the objective as efficiently as possible, or risk getting taken out quickly due to being unarmed.

Limited lives/realistic damage. This one has been mentioned already and would make players rely on their team for force of numbers, rather than one marine that could withstand a tac-nuke blast at ground zero. My personal preference would be only having one life per game, being able to take a moderate amount of damage and the ability for some minor healing/repair (time out at a remote medic area rather than instantaneous). With the chance of being taken down permanently by a sniper with a couple of rounds should reduce the number of players wanting to go gung-ho more than once ;)

Scoring/objectives. Having objectives not based on kills, and even leaving number of kills out altogether might have a small positive effect. Even if the objective is to eliminate an enemy position, just show how team A completed the mission with such-and-such percentage losses.

Sure, you could still have solo players, who might even manage to do well by themselves, but I'm feeling that with the way the game is going to work, they will have to develop more subtle tactics than the all-guns-blazing frontal charge method. At least this way he's a cunning renegade who's managed to pick off some of your team rather than a tool who camped a weapon spawn point with his finger on the fire button. I think the key to Halo being inherently better for team work is realism in places where it counts.

Cheers,
Adam.

P.S. When I say, "I'm sure there are loads of solutions", it means I can't think of any right now, and I should be getting back to work ;D


Message Index




Replies:

Fear of Death: Punishment & Reward...Xian 2/2/00 12:53 p.m.
     Re: Fear of Death: Punishment & Reward...DogFish 2/2/00 1:20 p.m.
           Hmmm...Xian 2/2/00 1:49 p.m.
                 Re: Hmmm...Regdren 2/2/00 3:31 p.m.
                       Re: Hmmm...Adam 2/2/00 10:35 p.m.
                             Well...Xian 2/2/00 10:54 p.m.
                                   Re: Well...Adam 2/3/00 12:24 a.m.
                                         Re: Well...phayd 2/4/00 8:53 a.m.
                                               Re: Well...o 2/4/00 11:51 p.m.
                                                     Re: Well...phayd 2/6/00 4:44 p.m.
                                                           I never mentioned this before, but...Stryker 2/6/00 5:37 p.m.
                                                                 Re: I never mentioned this before, but...phayd 2/7/00 4:28 p.m.
                 Re: Hmmm...Desio 2/2/00 3:31 p.m.
                 Re: Hmmm...DogFish 2/3/00 4:24 a.m.
                       Responding (long; for everyone)Xian 2/3/00 11:59 a.m.
           Re: Fear of Death: Punishment & Reward...Br'fin 2/2/00 1:50 p.m.
     Re: Fear of Death: Punishment & Reward...Ragnarok 2/2/00 6:00 p.m.
           Re: Fear of Death: Punishment & Reward...Giule 2/2/00 8:30 p.m.
           Re: Fear of Death: Punishment & Reward...mud 2/2/00 9:13 p.m.
                 Re: Fear of Death: Punishment & Reward...Ragnarok 2/3/00 10:13 a.m.
     limited lives theory + ramblingXZCion 2/2/00 8:45 p.m.
           Re: limited lives theory + ramblingRagnarok 2/2/00 9:27 p.m.



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