Dr Ampersand
04-03-2010, 12:23 PM
Damage over time when it comes to health? Armour would stay the same but when you get hit and it concerns your health you'd take base damage and damage over time. You could add in bandages that reduce (but not eliminate) some of the damage over time . The limit to how many you can carry would be decided by the server you're on.
e.g You get hit by a shot that would normally do 60 damage to your actual health. You get 20 base damage with 4 damage per second for 10 seconds to deal the remaining damage. 3 seconds in to the bleeding you use a bandage to reduce the damage over time to 1 hp per second. Instead of 60 damage you'd take 39 damage.
This isn't exactly healing, it's more like prevention. You have a limited number of bandages unlike regenerative health and unlike regen health and health packs you have a limited amount of time before you can have any effect. It'd add a bit of strategy to whether to heal or try to get back at whoever shot at you.
Another possibly more important thing it brings is that it brings a new way on how to tweak guns. You could have the gun which has high base damage or the gun that has low base damage but a higher potential damage. It could possibly help in balancing the usefulness of certain types of guns.
e.g You get hit by a shot that would normally do 60 damage to your actual health. You get 20 base damage with 4 damage per second for 10 seconds to deal the remaining damage. 3 seconds in to the bleeding you use a bandage to reduce the damage over time to 1 hp per second. Instead of 60 damage you'd take 39 damage.
This isn't exactly healing, it's more like prevention. You have a limited number of bandages unlike regenerative health and unlike regen health and health packs you have a limited amount of time before you can have any effect. It'd add a bit of strategy to whether to heal or try to get back at whoever shot at you.
Another possibly more important thing it brings is that it brings a new way on how to tweak guns. You could have the gun which has high base damage or the gun that has low base damage but a higher potential damage. It could possibly help in balancing the usefulness of certain types of guns.