I personally would like to see a wounded/bleed out feature.
So if wounded you would bleed out slowly, more rapidly if you are moving. You would have to apply bandages to stop the bleeding, and then Medkit to regain a bit of health.
Be cool if the AI could track you’re blood trails as well.
Similar bleed out features have been in various military games, however not as in-depth as I’m suggesting. Last one I played was in the Codemasters (not Bohemia) Operation Flashpoint games, Red River.. etc
Would be great in a game like this.
Arcadey? No, not at all but I am a realist and if you look all the gameplay mechanics feedback that has been given since the beginning and what they have brought up (cosmetics) do you really believe they would make the effort to create something like what you are asking? I doubt it so I rather they do the other easier and perhaps more believable gameplay than something to hard to make as this is.
I also don't want to play a game where I have to waste 2 days in the hospital or walk/hide for 2 hours while the bandages take, etc, etc. ... I see more of that for ARMA.
I am not saying you are wrong but you wanted opinions, did you not? Why does it have to be hardcore or arcadey?
Which game have incorporated it? I sure would love to try it
The mechanic wouldn’t go to the extreme you describe.
It would probably mean being more careful in gun fights. Being mindful of your gear before engaging. And if you did get wounded, retreating to a safe place whilst you wrap the bandages (game time = 10 seconds?). This would stop the bleeding and stop your health from draining. However, to regain health would require a medikit.
Operation Flashpoint : Red River employed this very mechanic, although no blood trails (unfortunately).
Here - chk 1:24 in ... https://youtu.be/qInF6jVNKzc
Sniper Elite 4 — simply has you apply bandages, when using a medkit. The tactical consideration is the time this action takes.
I’d even settle for this kind of mechanic. As when applying the medkit (which is actually quite forgiving - probably 5 seconds) you are vulnerable during the action.
Coming from a guy who spent many hours in the original Operation Flashpoint and the series, I'd tend to agree with GMT on this one. Personally, I think it's a bit much to expect from a developer like Ubi and a game like this. A more simplified approach to the health regen equation perhaps similar to what the FC series used to do or SE4 might be a good compromise as an option. .....or better yet the mechanic that we see in Ghost War since that would likely be easier to implement.
I'd love to see more hardcore elements in the game as well (as options of course) but not necessarily focusing on those kinds of things. That's just my opinion though which is all just a matter of personal preference. All else being equal, I (personally) feel this kind of mechanic would be out of place n GRW.
I know I’m kinda surprised.
A lot of posturing on this forum, people demanding for more realism - but you guys ain’t down with this kind of mechanic?
I don’t even think this is that hardcore.. We ain’t talking about introducing the need to eat, drink and sleep here.
For me these kinds of mechanics add realism and depth to gameplay.
I thought it worked fine in Red River. Not too taxing, did not interfere with gameplay.
Personally I thought Red River was too forgiving, but then Dragon Rising and Red River were essentially the dumbed down version of OP Flashpoint for consoles.
You play Cold War Kean?
OK.
I’d settle for a mechanic similar to SE4.
But I think we can all agree that health regen in a game like this is at odds with core concept..?
I wouldn't say posturing. I've always just discussed elements that I would personally enjoy being added to the gameplay that I thought would add to the immersion as options. Everyone has their own idea of just how deep they want these mechanics to go. For me, I realize that GRW is somewhere between arcade and milsim. I just wish there were a little more emphasis toward realism (in options of course).Originally Posted by LaMOi Go to original post
Yeah, that's what I actually meant by the original. I played the OFP demo and then bought the game and one of the expansion IIRC. I spent a lot of time with the editor making my own scenarios, etc. I bought the Dragon Rising game for PS3 (when I switched platforms) but never played Red River.Originally Posted by LaMOi Go to original post
Personally, it's not that I wouldn't like to entertain the idea of a revised health mechanic but then again, I would rather see more done with the damage mechanic, ammo management, making loadouts more meaningful, ability to turn off skills once achieved, etc. A lot of which can be done with the existing mechanics as options.
The other thing as well is that in SE4, they still had health regen IIRC. It's just that if you wanted to restore more health, you needed to use a medkit. In GRW, on extreme difficulty the game is already quite lethal especially without the aids of the related skills. ....1-2 shots can mean certain death.
....but yeah, as an option, I'm not certainly not opposed to what you're suggesting.
What you mean IIRC ?
Bohemia’s OPF: Cold War Crisis is the original.
And yeah I spent a lot of time with the editor too - making my own scenarios, especially later on with the WWII Mod which was great. Not too many ‘realistic’ WWII games out there so OPF : WWII was epic....
https://youtu.be/aq60frqXfbs
With regard to my suggested mechanic - I would like to see them maybe implement some sort of revision.
As for skills, that’s an easy one. I never unlock skills that increase health, stamina, ammo etc. The default stats I think are good enough. It’s more realistic like that.
So you shouldn’t need an option to turn off skills?
I can pass this suggestion to the team, thanks!Originally Posted by LaMOi Go to original post