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Down But Not Out (randomized)

Discussion in 'Off-Topic Discussions' started by Ramun, Jul 19, 2014.

  1. Chaplain Ramun Ramun Active Member

    Just a quick suggestion about DBNO.​
    I understand that BE have been talking about utilizing Down but not out mechanics for Eternal Crusade. Like a lot of games that use it (Gears for example) for the most part I am lead to believe upon excessive damage players will go down into down but not out unless hit by a one hit kill weapon. ​
    I find that while this is a good opportunity for executions/ revives etc, it also breaks the immersion and flow of the game. Using most weaponry, you find that you are shooting straight, straight, strait then when the enemy is down you aim down and continue.​
    I think that BE should try experimenting with randomized DBNO mechanics on a percent scale. An example of this would be lets say you have 68% chance of dying out right upon taking enough damage and a 32% chance of going into DBNO. Now with this alteration you could also have certain weapons affect that percentage making the chance of death higher or lower(anything from standard to shite to one hit kill).​
    I feel that this would give an overall better, more immersive feel to the game and cut down on boring, repetitive and overly predictable game play. ​
    Feel free to comment if you feel the need to do so.. ​
    Dave-HTE likes this.
  2. BotBiscuit BotBiscuit Subordinate

    If you look on the thread that I recently posted you will see that I two am not a big fan of the downing system. However a roll the dice function may not be the best solution. Example: you and your team just got finished defending a base and now you are mopping up the remaining attackers. But A sneaky git pops out of nowhere and kills you and you get the 68% chance and are dead for good when you had plenty of allies around who could have revived you. You could argue that war is unpredictable and you would be right but leaving the odds of being downed up to chance just doesn't seen like a fair mechanic. Again I'm not defending the DBNO system, it does break immersion like you said (and over all you idea was good in theory and could actually be a good soulution) but at the end of the day a roll the dice function may just cause other problems in gameplay.
  3. NMDGeist NMDGeist Recruit

    No matter what, you will need a revival method for staying power or people will just not often bother with aggressive tactics. Sustained assaults and even holding strategic points will be impossible without it, in so many less words, the fights would be over way too quickly and heavily favor numbers. I assure you, it won't get boring as long as you coordinate with friends and switch it up with different tactics. Whats boring is having to run all the way from a start point to get to an objective again. (And getting promptly camped at said point, because you botched your initial assault.)

    I don't know if apothecaries can revive yet, but even if they can, a secondary revival method anyone can do with downed friendlies can only help the gameplay. If you want to make it more immersive, that could be done without RNG. Make headshots with any weapon always kills, add some conditional variety to the animations, allow wounded to crawl back to team mates or to cover ala Gears of War or even continue using onehanded weapons to try and fight off an attempted finisher.

    Canonically, space marines and orks can take ungodly amounts of punishment to the point they're essentially like zombies. Makes sense to me they'd still be in the fight even critically wounded.

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