The injury system in Solar
Echoes was not without its challenges, however. What we gained in
promoting team play and tactics, we potentially lost in design space.
With a fixed, essentially 5 hit point system, we had removed the
design space for weapon variation. RPG's typically vary weaponry by
damage range, so that players become excited to trade in their old
weapon for a shiny new one that does twice the damage. This was not
an option for Solar Echoes. Our solution for weapon variation was not
focused as much on damage (which ranged between 1 to 6 points,
depending on the weapon,) but instead focused on damage type, armor
piercing, effect, range, firing mode, and ammo per clip. Characters
without armor that were hit by a bullet were likely going to be in
the Seriously or Critically Wounded state. Some guns would even place
an unarmored character in the Unconscious/Dying state with one hit.
This made sense realistically, but did it work? We found that armor
was definitely helpful in reducing damage, but characters still faced
death with as little as 2 or 3 hits from a firearm, despite their
armor. What other factors made this system viable? Find out
tomorrow...
No comments:
Post a Comment