Star Citizen FPS Health Detailed

The Roberts Space Industries website has a write-up on how character health, damage, and healing will work in the FPS mode in Star Citizen, Cloud Imperium's upcoming space combat game. They outline a detailed limb-damage system which tracks four different damage levels for ten different limbs, explaining the visual and gameplay impact of injuries. They also discuss their version of respawning, available medical devices, how injuries can be healed, and how incapacitated teammates can be dragged to safety, offering a short video to show how this looks, which is exactly how you'd picture it. Thanks 88fingers.

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49.
 
Re: Star Citizen FPS Health Detailed
Nov 25, 2014, 14:30
49.
Re: Star Citizen FPS Health Detailed Nov 25, 2014, 14:30
Nov 25, 2014, 14:30
 
SpectralMeat wrote on Nov 24, 2014, 15:22:
Zombiegoat213 wrote on Nov 24, 2014, 15:16:
I keep thinking of Daikatana, and I really hope I am wrong.
70 mill stretch goal: Romero joins the team

That made me laugh really hard. Thanks!
Avatar 57693
48.
 
Re: Star Citizen FPS Health Detailed
Nov 24, 2014, 19:26
48.
Re: Star Citizen FPS Health Detailed Nov 24, 2014, 19:26
Nov 24, 2014, 19:26
 
panbient wrote on Nov 24, 2014, 16:16:
Flatline wrote on Nov 24, 2014, 15:47:
Has Warren Spector put anything good out since Deus Ex?

And when was the last time Chris Roberts put out something good?

Freelancer didn't see the light of day until he was removed from the project. So... Starlancer? Or 3 months before Deus Ex back in 2000 (and now I feel old).

Very true. I just meant that we should probably take Warren Spector's opinion with a grain of salt.

I have a whole salt lick over here for CR.
47.
 
Re: Star Citizen FPS Health Detailed
Nov 24, 2014, 16:16
47.
Re: Star Citizen FPS Health Detailed Nov 24, 2014, 16:16
Nov 24, 2014, 16:16
 
Flatline wrote on Nov 24, 2014, 15:47:
Has Warren Spector put anything good out since Deus Ex?

And when was the last time Chris Roberts put out something good?

Freelancer didn't see the light of day until he was removed from the project. So... Starlancer? Or 3 months before Deus Ex back in 2000 (and now I feel old).
46.
 
Re: Star Citizen FPS Health Detailed
Nov 24, 2014, 15:47
46.
Re: Star Citizen FPS Health Detailed Nov 24, 2014, 15:47
Nov 24, 2014, 15:47
 
panbient wrote on Nov 24, 2014, 08:26:
theyarecomingforyou wrote on Nov 24, 2014, 06:08:
One thing that we can safely say is that CR has no intention of merely following the rest of the industry. This is a game that is going to be different, for better or worse.

I'm just going to quote Warren Spector's 7 big questions to ask about designing a game right now -

Warren 'Deus Ex' Spector wrote:

1. What are we trying to do? What’s the core idea?

2. What’s the potential? Why do this game over all the others we could do?

3. What are the development challenges? Really hard stuff is fine — impossible or unfundable? Not so good…

4. Has anyone done this before? If so, what can we learn from them? If not, what does that tell us?

5. How well-suited to games is the idea? There are some things we’re just not good at and shouldn’t even attempt. A love story, for example!

6. What’s the player fantasy and does that lead to good player goals? If the fantasy and the goals aren’t there, it’s a bad idea.

7. What does the player do? What are the “verbs” of the game?

From my perspective it seems 'everything and anything' is the answer to 4 of those questions (and that's not a good answer). It lacks focus and definition. And really consider question #4, especially the last bit.

Again, like I said in the last massive E:D thread, it seems too many gamers are thinking with their hearts and not enough with their heads. It's not necessarily wrong but operating on feel rather than analysis tends to result in less than ideal outcomes.

I just wanted a game that played like Privateer and looked like X3 and I know I'm not the only one. It doesn't have to accurately simulate much of anything so long as it's fun and both SC and E:D seem to be avoiding that core KIS rule of making something fun - Keep It Simple!

Has Warren Spector put anything good out since Deus Ex?

Those are good points, and I'm all for innovation, but at the end of the day "is it fun?" is going to be the final hurdle.

Star Citizen isn't a niche game. It's grown way beyond that. But it's being designed like it's a highly niche game. I'll agree with one thing though: success or failure this game is going to reshape the industry in a fundamental way. The problem is, if it blows, or collapses under it's own baroque clockwork fetishism of mini-systems, that'll probably be the end of major crowdsourcing, and almost assuredly the end of community guided feature sets.

To keep it in a space analogy, it's like saying "fuck going to Mars, we're going to settle Titan permanently."
45.
 
Re: Star Citizen FPS Health Detailed
Nov 24, 2014, 15:31
45.
Re: Star Citizen FPS Health Detailed Nov 24, 2014, 15:31
Nov 24, 2014, 15:31
 
Killcrit wrote on Nov 24, 2014, 08:05:
Interesting, I have not had fun in games for over a decade....

and...

Killcrit wrote on Nov 24, 2014, 08:05:
Love the hate here.... Played for 6 hours of dogfighting last week.. had more fun than anything since BF2

Are mutually exclusive. Yes I checked the release date.
44.
 
Re: Star Citizen FPS Health Detailed
Nov 24, 2014, 15:22
44.
Re: Star Citizen FPS Health Detailed Nov 24, 2014, 15:22
Nov 24, 2014, 15:22
 
Zombiegoat213 wrote on Nov 24, 2014, 15:16:
I keep thinking of Daikatana, and I really hope I am wrong.
70 mill stretch goal: Romero joins the team
Steam: SpectralMeat
Avatar 14225
43.
 
Re: Star Citizen FPS Health Detailed
Nov 24, 2014, 15:16
43.
Re: Star Citizen FPS Health Detailed Nov 24, 2014, 15:16
Nov 24, 2014, 15:16
 
I keep thinking of Daikatana, and I really hope I am wrong.
Avatar 57693
42.
 
Re: Star Citizen FPS Health Detailed
Nov 24, 2014, 11:01
42.
Re: Star Citizen FPS Health Detailed Nov 24, 2014, 11:01
Nov 24, 2014, 11:01
 
Killcrit wrote on Nov 24, 2014, 08:05:
Interesting, I have not had fun in games for over a decade.... Maybe he's on to something that you casuals don't understand???

Way to ride it out... no enjoyment for 10 years, I would have checked out a long time ago.

But right, he's going to learn a lesson or we're going to be able to update our skepticism meters. History shows it is too ambitious, but perhaps he has a better vision, better management and better staff and will change video game making for all.

We all hope so, but to come here and say "casuals don't understand?", can be turned around to be "the old dogs understand it's a pipe dream, heard it before again and again. The casual fan just jumps on anything good they hear, seen it dozens of times."

In the immortal words of Starsky:
Dew it!

He does it, he can easily have his day of... "We have delivered on most of what we said, they said we couldn't do it, but we did!"

I'm not even looking forward to the space sim part any more, I want this state of the art FPS game.
Avatar 17232
41.
 
Re: Star Citizen FPS Health Detailed
Nov 24, 2014, 08:26
41.
Re: Star Citizen FPS Health Detailed Nov 24, 2014, 08:26
Nov 24, 2014, 08:26
 
theyarecomingforyou wrote on Nov 24, 2014, 06:08:
One thing that we can safely say is that CR has no intention of merely following the rest of the industry. This is a game that is going to be different, for better or worse.

I'm just going to quote Warren Spector's 7 big questions to ask about designing a game right now -

Warren 'Deus Ex' Spector wrote:

1. What are we trying to do? What’s the core idea?

2. What’s the potential? Why do this game over all the others we could do?

3. What are the development challenges? Really hard stuff is fine — impossible or unfundable? Not so good…

4. Has anyone done this before? If so, what can we learn from them? If not, what does that tell us?

5. How well-suited to games is the idea? There are some things we’re just not good at and shouldn’t even attempt. A love story, for example!

6. What’s the player fantasy and does that lead to good player goals? If the fantasy and the goals aren’t there, it’s a bad idea.

7. What does the player do? What are the “verbs” of the game?

From my perspective it seems 'everything and anything' is the answer to 4 of those questions (and that's not a good answer). It lacks focus and definition. And really consider question #4, especially the last bit.

Again, like I said in the last massive E:D thread, it seems too many gamers are thinking with their hearts and not enough with their heads. It's not necessarily wrong but operating on feel rather than analysis tends to result in less than ideal outcomes.

I just wanted a game that played like Privateer and looked like X3 and I know I'm not the only one. It doesn't have to accurately simulate much of anything so long as it's fun and both SC and E:D seem to be avoiding that core KIS rule of making something fun - Keep It Simple!
40.
 
Re: Star Citizen FPS Health Detailed
Nov 24, 2014, 08:05
40.
Re: Star Citizen FPS Health Detailed Nov 24, 2014, 08:05
Nov 24, 2014, 08:05
 
CJ_Parker wrote on Nov 23, 2014, 22:56:
Flatline wrote on Nov 23, 2014, 21:33:
I'm even less impressed about this than before. Whoever said it was like a teenager's first video game project nailed it.

At some point the game has to be "fun" instead of "complicated". The fact that the developers aren't able to so far say "We want this to be fun so realism/complexity is taking a back seat here" suggests either really inexperienced devs, or a design crew that doesn't know how to say no.


+1

There are many proposed gameplay mechanics by now that show very clearly that Chris Roberts has A) been out of the loop for over a decade and B) has never made a (massively) multiplayer online game before and now C) has never made a FPS ever before either.
There is a reason why no one has made some of the "revolutionary" features of Star Citizen FPS gameplay before. Because they SUCK. And not just on paper...
Finally, rumor has it that CR is not very good at taking 'no's' from anyone so his designers are probably like "ok, whatever, boss" as long as they get their paycheck on time every month.


Interesting, I have not had fun in games for over a decade.... Maybe he's on to something that you casuals don't understand???

As for the money, yeah i'm pretty sure all these talented people are just sitting around going, ok we have a money pit here guys.... Let's not use any of our training, expertise or compassion, lets just put our head in the sand and pump out content as told.. pfft
Regards,
Killcrit
Gamers For Alzheimer's Cure Foundation
http://twitch.tv/killcrit
39.
 
Re: Star Citizen FPS Health Detailed
Nov 24, 2014, 08:02
39.
Re: Star Citizen FPS Health Detailed Nov 24, 2014, 08:02
Nov 24, 2014, 08:02
 
Love the hate here.... Played for 6 hours of dogfighting last week.. had more fun than anything since BF2. Inserting another $100 bill today. Sorry console boys, this one's for the PC.

Anyhow, Trying to guess what the limbs used are..

head x 1
hand x 2
forearm x 2
foot x 2
calf x 2
pelvis x 1
chest x 1?
Regards,
Killcrit
Gamers For Alzheimer's Cure Foundation
http://twitch.tv/killcrit
38.
 
Re: Star Citizen FPS Health Detailed
Nov 24, 2014, 06:08
38.
Re: Star Citizen FPS Health Detailed Nov 24, 2014, 06:08
Nov 24, 2014, 06:08
 
CJ_Parker wrote on Nov 23, 2014, 22:56:
Finally, rumor has it that CR is not very good at taking 'no's' from anyone so his designers are probably like "ok, whatever, boss" as long as they get their paycheck on time every month.
If that was the case then he wouldn't have sacked half the Austin heads when they refused to move to LA, including Eric 'Wingman' Peterson and Chris 'The Next Great Starship' Olivia - these were some of the highest profile individuals involved in the game.

CJ_Parker wrote on Nov 23, 2014, 22:56:
There are many proposed gameplay mechanics by now that show very clearly that Chris Roberts has A) been out of the loop for over a decade and B) has never made a (massively) multiplayer online game before and now C) has never made a FPS ever before either.
There is a reason why no one has made some of the "revolutionary" features of Star Citizen FPS gameplay before. Because they SUCK. And not just on paper...
No, they're just not suited to a multiplatform console-centric game. The game is trying to balance realism with fun and all gameplay mechanics are subject to change. For instance, when you're captured by a bounty hunter you don't have to wait there in prison as that would lead to griefing - instead the bounty hunter takes home a duplicate of you and you start in a nearby prison station / base.

Redmask wrote on Nov 23, 2014, 12:23:
So many disparate gameplay types and elements make it seem like this game will just be average at everything rather than specializing in one thing. I don't even want to contemplate trying to effectively QA a game like this either. But please link some of this promising material if you don't mind, I'd like to see what sets this FPS apart from others.
Here's the PAX demo. Innovative elements include the first-person view being taken from the character's eyes, meaning no more floating gun models; projectiles fire in the direction the gun is pointing; the eyes move independently of the body when looking up and down; the limb damage system; zero-G, etc. There really is too much to list, so I recommend checking out the various videos.

One thing that we can safely say is that CR has no intention of merely following the rest of the industry. This is a game that is going to be different, for better or worse. I have see a lot more thought go into this project than most other games combined. Nothing seems to be taken for granted. I have my reservations as to whether this will be fun or whether it will hurt those who solo but the great thing is that I can offer my feedback on the forums and that can help shape the game. Already there have been significant changes as a result of the community.
"The price of freedom is eternal vigilance."
Avatar 22891
37.
 
Re: Star Citizen FPS Health Detailed
Nov 24, 2014, 04:28
37.
Re: Star Citizen FPS Health Detailed Nov 24, 2014, 04:28
Nov 24, 2014, 04:28
 
loomy wrote on Nov 23, 2014, 23:49:
this is an mmorpg alpha test you god damned geniuses. it's not counterstrike

you are going to have like 10 minutes of FPS a week in this game. the FPS module is just a TEST

at this point I don't even think Chris Roberts knows what this FPS "module" is going to be. I'm pretty sure he wants it to be "second life" in space where if you get a virtual hang nail you'll need to go to med bay to get it looked at.
Avatar 6174
36.
 
Re: Star Citizen FPS Health Detailed
Nov 24, 2014, 02:49
36.
Re: Star Citizen FPS Health Detailed Nov 24, 2014, 02:49
Nov 24, 2014, 02:49
 
...They outline a detailed limb-damage system which tracks four different damage levels for ten different limbs, explaining the visual and gameplay impact of injuries. They also discuss their version of respawning, available medical devices, how injuries can be healed, and how incapacitated teammates can be dragged to safety...

Anyone read this part and keep a straight face? I know I sure as fuck couldnt. Anyone?

Seriously, this project is turning into the biggest fucking facepalm like...ever.
I have a nifty blue line!
Avatar 46994
35.
 
Re: Star Citizen FPS Health Detailed
Nov 23, 2014, 23:49
35.
Re: Star Citizen FPS Health Detailed Nov 23, 2014, 23:49
Nov 23, 2014, 23:49
 
this is an mmorpg alpha test you god damned geniuses. it's not counterstrike

you are going to have like 10 minutes of FPS a week in this game. the FPS module is just a TEST
34.
 
Re: Star Citizen FPS Health Detailed
Nov 23, 2014, 23:36
34.
Re: Star Citizen FPS Health Detailed Nov 23, 2014, 23:36
Nov 23, 2014, 23:36
 
CJ_Parker wrote on Nov 23, 2014, 22:56:
Flatline wrote on Nov 23, 2014, 21:33:
I'm even less impressed about this than before. Whoever said it was like a teenager's first video game project nailed it.

At some point the game has to be "fun" instead of "complicated". The fact that the developers aren't able to so far say "We want this to be fun so realism/complexity is taking a back seat here" suggests either really inexperienced devs, or a design crew that doesn't know how to say no.

+1

There are many proposed gameplay mechanics by now that show very clearly that Chris Roberts has A) been out of the loop for over a decade and B) has never made a (massively) multiplayer online game before and now C) has never made a FPS ever before either.
There is a reason why no one has made some of the "revolutionary" features of Star Citizen FPS gameplay before. Because they SUCK. And not just on paper...
Finally, rumor has it that CR is not very good at taking 'no's' from anyone so his designers are probably like "ok, whatever, boss" as long as they get their paycheck on time every month.

It's not a game for mass consumption that's for sure, as for not being fun - some people really like realism in their shooters. Have you ever played Project Realty?
Avatar 6174
33.
 
Re: Star Citizen FPS Health Detailed
Nov 23, 2014, 22:56
33.
Re: Star Citizen FPS Health Detailed Nov 23, 2014, 22:56
Nov 23, 2014, 22:56
 
Flatline wrote on Nov 23, 2014, 21:33:
I'm even less impressed about this than before. Whoever said it was like a teenager's first video game project nailed it.

At some point the game has to be "fun" instead of "complicated". The fact that the developers aren't able to so far say "We want this to be fun so realism/complexity is taking a back seat here" suggests either really inexperienced devs, or a design crew that doesn't know how to say no.

+1

There are many proposed gameplay mechanics by now that show very clearly that Chris Roberts has A) been out of the loop for over a decade and B) has never made a (massively) multiplayer online game before and now C) has never made a FPS ever before either.
There is a reason why no one has made some of the "revolutionary" features of Star Citizen FPS gameplay before. Because they SUCK. And not just on paper...
Finally, rumor has it that CR is not very good at taking 'no's' from anyone so his designers are probably like "ok, whatever, boss" as long as they get their paycheck on time every month.
32.
 
Re: Star Citizen FPS Health Detailed
Nov 23, 2014, 22:14
Ant
 
32.
Re: Star Citizen FPS Health Detailed Nov 23, 2014, 22:14
Nov 23, 2014, 22:14
 Ant
 
Kedyn wrote on Nov 23, 2014, 22:07:
I'm not sure when it happened, but Star Citizen went from "the more I hear about it, the more I wish I had thrown money at it" to "the more I hear about it, the more I'm GLAD I kept my money".
That happens a lot. That is why I don't bother. I'll just wait for the finished products.
Avatar 1957
31.
 
Re: Star Citizen FPS Health Detailed
Nov 23, 2014, 22:07
31.
Re: Star Citizen FPS Health Detailed Nov 23, 2014, 22:07
Nov 23, 2014, 22:07
 
I'm not sure when it happened, but Star Citizen went from "the more I hear about it, the more I wish I had thrown money at it" to "the more I hear about it, the more I'm GLAD I kept my money".
30.
 
Re: Star Citizen FPS Health Detailed
Nov 23, 2014, 21:33
30.
Re: Star Citizen FPS Health Detailed Nov 23, 2014, 21:33
Nov 23, 2014, 21:33
 
I'm even less impressed about this than before. Whoever said it was like a teenager's first video game project nailed it.

At some point the game has to be "fun" instead of "complicated". The fact that the developers aren't able to so far say "We want this to be fun so realism/complexity is taking a back seat here" suggests either really inexperienced devs, or a design crew that doesn't know how to say no.
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