2013-02-25, 11:48 PM
I've always thought "HP" was kind of a cheap, lazy way for games to measure a player's condition. It seems like it would be neat to implement a system of "wounds" as an alternative to HP.
Taking damage would cause long lasting negative statuses like bleeding, sprains, disorientation etc which would hinder the player's abilities till they slowly heal. Armor could protect against specific types of wounds (helmet=resist disorientation etc). Severe wounds could cause unconsciousness or ultimately death (game over).
If balanced properly, it would be a way to make the player's performance have a lasting, but not devastating impact on the gameplay - beyond just having to "chug a potion" to heal at the end of battle.
Opinions?
Taking damage would cause long lasting negative statuses like bleeding, sprains, disorientation etc which would hinder the player's abilities till they slowly heal. Armor could protect against specific types of wounds (helmet=resist disorientation etc). Severe wounds could cause unconsciousness or ultimately death (game over).
If balanced properly, it would be a way to make the player's performance have a lasting, but not devastating impact on the gameplay - beyond just having to "chug a potion" to heal at the end of battle.
Opinions?