In older FC games health was divided into segments that once depleted - wouldnt regen on their own.
In FC5 health can regen completely.
I really dont like this change. If anything - i'd like health to be divided into smaller segments (so one can be emptied in 2 shots), or even health that DOESNT regen on its own AT ALL.
Why?
Health regeneration is the biggest reason games lose their "suspense" and small skirmishes and small fights do not matter or excite.
It seems like 99% of the random encounters you might see on your way to any objective are just against 2 or 3 enemies and are more of a nuisance than really exciting fights.
The reason is that these skirmishes are so easy that you dont risk losing anything while engaging them. Maybe a few bullets but nothing more.
If health would NOT regenerate at all than every engagement could have potential repercussions on the following gameplay because the health you lose during those fights doesnt come back, which means you either lose a medkit or you get to your mission destination with less health, or maybe you left a mission before with little health, and now every encounter have the potential to kill you....
combine that with a feature that when you die and respawn you respawn at the nearest outpost you control and not simply "Near by" would create a very tense and exciting gameplay throughout that would feel more like a survival game than a run of the mill shooter.
This might be a bit hardcore for the casuals, but if this was the case in higher difficulty settings or a mode you can toggle it would be amazing.
A MOD might be able to slow down health regen significantly, but thats a slim chance that wouldnt be possible on consoles anyways.
I just recently got to play "Homefront: The revolution" for the first time, and while that game is very avarage, these features are present there and feel exactly how i described. they make Homefront:TR unique to most other shooters. instead of being very happy when meeting enemies, they make you wary. afraid, even. because you dont ALWAYS want an open fire fight because you dont want to lose health. You use stealth more and use more of your tools to defeat enemies because not only the health pool you "Have" on you is finite, but you also dont want to spawn too far away if you die, so you make a bigger effort to stay alive. Its more tense. more suspenseful. A quality most games these days really lacks.
What do you think?
I just don't understand what the rationale for switching to a full regen system was. The bracketed health bar has been a series staple since FC2 and I don't ever remember seeing anyone having anything negative to say about it. I remember a ton of complaints about weapon jamming, malaria, respawning outposts and all the other divisive aspects FC2 had, but I never heard someone complain about the health bar. They threw out all the stuff that got a lot of complaints but the bracketed health bar remained and was never something I saw anyone take issue with, so I don't know why they would've decided to do away with it now. Seems to me it was done purely as a way to reduce the number of healing animations down to the one we get when using a medkit...
I dont care how many healing animations there are but the full health regen is something that can be completely done with in games where you can chose your strategy of combat.
If, in theory, you can stealth your way in a mission and do it without ever being shot at, than health regen (at least a full health regen) is not necessary and even hurts the game.
I get it that many players just want to run and gun, but there are SO many other shooters that do that. A game can be a rare breed and become unique if it promotes a sense of tension and suspense by having health that DOESNT regen. This keeps players treating the enemies with respect and even fear because even one single enemy can make a difference later on if the player isnt careful and get hit too many times.
I can imagine reasons why this was done and most of them has to do with either overwhelming odds or scripted combat situations later in the game where the devs figured that its impossible the do without regenerating health, but if that was the case they could either grant more health kits or figure something out that works with none regenerating health in order to maintain the suspense.
There are rare games that dont do regenerating health and they are so good for it, from Homefront the revolution to Fallout 4 and even wolfenstein, to an extent.
In older FC games i could do a lot with just the last segment of health that kept regenerating it almost didnt matter that I could have more health, but still....
I dont like this change in FC5.
Just wanted to point that out in a clear way.
I haven't seen a lot of gameplay footage but I'm guessing if there is a regenerating health system in place, there are no syringes/medikits to be found in buildings etc? Also if they have done away with the crafting system then there is no means of increasing your "carrying capacity" of syringes/medikits.
Therefore with the game being close to "going gold" I can't see increasing the difficulty level being a bearing of the regen health being turned off as they would have to populate the game with syringes/medikits or the "manual healing" with the picking bullets out and bandaging animations. It's possible a day-one patch could do this though or allow you to carry say 5 medikits if you purchase them from the shop or bar for example
There still are medkits but the point is that, at least when you're out of them, the health bar regenerates completely over time.Originally Posted by pheeal Go to original post
I can't remember if there are syringes pouches updates; in any case, the crafting is still in-place it just doesn't involve animal remains now.