Mr Happy
Scholar
- Joined
- Jul 15, 2006
- Messages
- 574
Could you consider a measure like HP more of an abstraction though? Not of how much "health" you have, more of your ability to defend against a well placed blow (as, of course, the more solid strikes are made against you, the less your ability to defend against others. A stamina sort of thing.) I realize that in most games, this is not what is intended : "you are stabbed in the head. -16 hP pwned. but you are still alive". Plus, with guns, it doesnt make a whole lotta sense. But still, it could be something to take the place of getted stabbed in the face and living, but still allow for measured stat defining how much longer you can last.
Does a measured stat for this always make sense? Not always. In a gun fight, you are (usually) either alive, dead, or out of the fight (wounded). The problem with this is that it might make applying skills harder. My opinion is, though, that in an RPG, most characters would want to avoid combat as much as possible, as it usually would mean a quick death.
An advantage of a multi person battle (more than one guy on each side) is that it isnt just win or lose. You can win badly, taking heavy casualties, lose well (escape with most of your pals. Cowardly, so minus reputation for that, but you are still alive, so huzzah.) I guess this might be moe in the realm of stategy gaming, but I do like the idea of losing reputation for running away from a fight. Of course, there is nothing stopping you from reloading, but it would be nice if there was some sort of incentive to play through mistakes, just to see what happens.
Does a measured stat for this always make sense? Not always. In a gun fight, you are (usually) either alive, dead, or out of the fight (wounded). The problem with this is that it might make applying skills harder. My opinion is, though, that in an RPG, most characters would want to avoid combat as much as possible, as it usually would mean a quick death.
An advantage of a multi person battle (more than one guy on each side) is that it isnt just win or lose. You can win badly, taking heavy casualties, lose well (escape with most of your pals. Cowardly, so minus reputation for that, but you are still alive, so huzzah.) I guess this might be moe in the realm of stategy gaming, but I do like the idea of losing reputation for running away from a fight. Of course, there is nothing stopping you from reloading, but it would be nice if there was some sort of incentive to play through mistakes, just to see what happens.