Imran said...
I had my first run as a squad leader in Project Reality last night - man, what an empowering experience it is. It's also really tough knowing that you've got 5 other guys looking up to you for orders.
We had this surreal moment where I was leading a bunch of squad mates over to a safe Landing Zone after we had captured base (getting to the base was its own moment, since the game's maps are a lot bigger and the vehicles are a lot more sparse, we found ourselves telling stories to each other over VOIP while we were walking up to the base).
In the game, you need to mark an LZ for pickup with colored smoke, and once I had marked it we waited patiently in the field for pickup. The transport bird came in, and as we were all getting into it and preparing for dustoff, we started taking fire from the mountains around us. I started shouting for everyone to rush out while I provided whatever covering fire I could by shooting in the direction of the incoming tracers. As the last one into the chopper, I took a bullet and went down. I ordered the bird to just go, but before it got airborne our medic stayed by with me and revived me, as we both stayed trying to hide under the tall grass and effectively playing dead (in Project Reality, there's no HUD notification for a kill). Once we deemed it safe, we just got up and realized that we were trapped in the middle of nowhere with no transport - so we just walked our way to the objective.
Well, surprisingly, the rest of the squad had not forgotten about us, and they came rolling in with a Troop Transport Truck, bringing us all in where it SURELY would have been a lot more convenient for us to suicide and respawn.
Now that's dedication.
Genre/Style:
Unknown/Unknown
Release Date:
I suppose respawning makes virtual human lives worth less, so the kind of thing you wrote doesn't happen very often.
Not having your kills confirmed in your HUD must take some getting used to, although I personally depend on my main view screen a lot, probably a bit too much.
I'm one of those people that thinks FPSs shouldn't have hit sounds, so this sounds interesting.
Not sure if allowing the respawn to get as long as 5 minutes makes sense....but I could see 1 minute max being good with 1 second increases.
That said, the idea of penalizing death still sounds like a good idea, for some games at least.
In a fast game like Unreal Tournament I don't at all mind sacrificing myself to protect a friendly flag carrier under attack, but really it doesn't mean a lot in that game, respawning a split second later anyway.
That is how UT should work, it is meant to be a fast game, but some games could do with some more "realism".
It should make making that decision a lot more interesting.
Waiting longer isn't exactly a more realistic portrayal of death, but it does come ever so slightly closer to portraying the value of a human life...
Or at least the life of an anonymous foot soldier in some nondescript war...
That is somehow fought purely for entertainment. :)
OK, so maybe the word "realism" is way off, but it's still an interesting concept.
If I need to get back to my base to help defend ASAP and pressing the suicide key is a better tactical option than running, it just feels a bit wrong.