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| Re: Hm. Where to begin? | |
| Posted By: The Loot <kassarc16@hotmail.com> | Date: 3/10/11 3:56 a.m. |
In Response To: Re: Hm. Where to begin? (Gravemind) : There are plenty of ways to make the game hard on : Legendary without relying on overpowered enemies: : Good AI. Enemies that use brains rather than simple brute force (no pun : intended). Related to this, higher difficulty levels come with increased : accuracy, firing in longer bursts, better agility/evasive abilities/use of : cover, etc. : Good encounter design. The right number and type of enemies in the right : spot. : "Custom encounters." Existing examples include Zealots replacing : Stealth Elites in the Truth & Reconciliation's grav-lift bay and : Stealth Elites with sniper rifles on Nightfall. : Greater frequency of higher-ranked enemies. Reach already does this in : spades, almost like there's a "Thunderstorm-lite" skull on by : default. Blue Elites, Grunt Minors, and Jackal & Skirmisher Minors are : all extremely rare on Legendary. Good points GM. My take on it is as follows: Enemy health values should be static across the board. If it kills it on Easy, it should kill it on Legendary. The enemy should also be forced to use the same rules as the player (no kicking through shields, no faster moving projectiles, no boost in damage or capabilities of weapons or vehicles). It would be made up with, like you said, the combat effectiveness of enemies increasing with difficulty, as well as enemy numbers and chance of higher ranked enemies. Player resilience should decrease with difficulty, too. That would be my ideal way of doing difficulties in any shooter, but Halo specifically.
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