Bring back health packs

First off, I’m going to quickly summarise an article I read quite a while ago regarding recharging health.

Recharging health comes with one big issue for single player modes, and that is encounters. If you can recharge your health to 100%, small encounters stop being significant, and anything remotely challenging has to have the threat so high there’s a chance that the player can die.
With static health, small encounters have a meaning as they can damage the player, and that damage carry on untill the next encounter. A health pack you had to take, can’t be back tracked to if things goes south at the other encounter.

There is some sense in that.

Multiplayer is a different story though.

Either way, I do think health packs should be brought back, as bio foam containers.

Your suit will heal your damaged body using biofoam, at least that’s how I’ve come to understand it.
Of course, it could run out.
So, use that, combine recharging health with finite resources ( respawning in multiplayer ).

My suggestion is that as long as you have biofoam in your suit, you’ll recharge health.
Recharging health would logically consume biofoam.

Now, should health recharging use an increasing amount of biofoam?
Healing just 10 damage could require 5 units, while healing 20 damage would require 20, and so forth. Uncertain about this.

A full tank could heal you from 1 health to full health, but consume all of it. While healing 10 damage over and over could potentially heal you far more than full health in total, with one biofoam charge. Though, as said, uncertain.

Biofoam canisters could be only fractionally full and only give a player 20% of a full tank, or more, or less. A full canister could be available as well.

We’d have back the health aspect of Halo with the need to scavange more resources, smaller encounters could be significant again as long as they can damage the player’s health. In multiplayer you’d still have recharging health as long as you manage to keep your tank supplied, and it’d be another thing to keep an eye out for on the map.

edit:
-Health regen starts automatically, you can’t start it yourself.
-For health regen to start, you must not take damage for a period of time.
-Taking damage during health regen stops the regeneration
-You need biofoam to be able to start health regen.
-Biofoam canisters does not have to provide the player with full refill. But can prpvide 20% of a tank, or 30%.

Op, Spartans have rechargeable shields. I can understand if we were ODST’s but having shields is an advantage of using the Mjolnir armor. Plasma projectiles on Legendary difficulty is a nightmare, not to mention Jackal Sniper shots.

The Higher-Tier Elites in Halo 2, 3, and Reach on Legendary were insane.

> 2533274829253443;2:
> Op, Spartans have rechargeable shields. I can understand if we were ODST’s but having shields is an advantage of using the Mjolnir armor. Plasma projectiles on Legendary difficulty is a nightmare, not to mention Jackal Sniper shots.
>
> The Higher-Tier Elites in Halo 2, 3, and Reach on Legendary were insane.

I know spartans have rechargable shields.
Halo 2, 3, Reach ( to an extent ), 4 and 5 also have rechargable health underneath the shields.

Oh, and the examples you gave only highlight the encounter lethality thing.

I was also just recently done editig.

> 2533274795123910;3:
> > 2533274829253443;2:
> > Op, Spartans have rechargeable shields. I can understand if we were ODST’s but having shields is an advantage of using the Mjolnir armor. Plasma projectiles on Legendary difficulty is a nightmare, not to mention Jackal Sniper shots.
> >
> > The Higher-Tier Elites in Halo 2, 3, and Reach on Legendary were insane.
>
> I know spartans have rechargable shields.
> Halo 2, 3, Reach ( to an extent ), 4 and 5 also have rechargable health underneath the shields.
>
> Oh, and the examples you gave only highlight the encounter lethality thing.
>
> I was also just recently done editig.

Whoops!

I’d be open to testing the use of Health packs in a spinoff game that involves new characters. ODST was an amazing game and added a great deal of challenge when having to pick your fights based on available health.

While your idea is probably bot the most popular amongst the fans or forum goers, I can see the benefit in it if implemented correctly.

It would add an importance to decisions, and a level of strategy made by the player character in the game.

> 2533274829253443;4:
> > 2533274795123910;3:
> > > 2533274829253443;2:
> > > Op, Spartans have rechargeable shields. I can understand if we were ODST’s but having shields is an advantage of using the Mjolnir armor. Plasma projectiles on Legendary difficulty is a nightmare, not to mention Jackal Sniper shots.
> > >
> > > The Higher-Tier Elites in Halo 2, 3, and Reach on Legendary were insane.
> >
> > I know spartans have rechargable shields.
> > Halo 2, 3, Reach ( to an extent ), 4 and 5 also have rechargable health underneath the shields.
> >
> > Oh, and the examples you gave only highlight the encounter lethality thing.
> >
> > I was also just recently done editig.
>
> Whoops!
>
> I’d be open to testing the use of Health packs in a spinoff game that involves new characters. ODST was an amazing game and added a great deal of challenge when having to pick your fights based on available health.

Did you read the entire thing after the edit?

Im good with not having them return. They were cool in H1 & made sense to have them in ODST.

> 2533274808754416;5:
> While your idea is probably bot the most popular amongst the fans or forum goers, I can see the benefit in it if implemented correctly.
>
> It would add an importance to decisions, and a level of strategy made by the player character in the game.

Doesn’t need to be popular as long as it raises some thought to what health regen means for single player.

Yes, decision making and more importance on the strategy would be more important, as to not lose too much health, if your shields are drained.
But not only that, as I mentioned, encounters wouldn’t need to be lethal, every time it needs to be challenging, a small group could kill you if you made grave mistakes in earlier in the mission. Legendary enemies wouldn’t need to be as though as they are, meaning the frustrating aspect of the previous Halos could be toned down.

> 2533274826044245;7:
> Im good with not having them return. They were cool in H1 & made sense to have them in ODST.

Fair enough.
But you do realise you’d still have recharging health, right?

I’d love for health packs to come back in campaign. Biofoam canisters would be cooler than the generic packs from Reach. Don’t know about your energy consumption idea, maybe they could make it deeper like your idea if the game is open world, it’d make more sense in that genre than the linear style we’ve had so far.

Multiplayer I wouldn’t want health packs, in that space I like the recharge.

<mark>This post has been edited by a moderator. Please do not post spam.</mark>
*Original post. Click at your own discretion.

something

> 2533275031939856;9:
> I’d love for health packs to come back in campaign. Biofoam canisters would be cooler than the generic packs from Reach. Don’t know about your energy consumption idea, maybe they could make it deeper like your idea if the game is open world, it’d make more sense in that genre than the linear style we’ve had so far.
>
> Multiplayer I wouldn’t want health packs, in that space I like the recharge.

Not sure I follow.
How would recharging health based on a resource you collect and store be more suitable for an open world game than a linear one?

You’d still have recharging health, but you’d have to collect that biofoam.

> 2533274795123910;11:
> > 2533275031939856;9:
> > I’d love for health packs to come back in campaign. Biofoam canisters would be cooler than the generic packs from Reach. Don’t know about your energy consumption idea, maybe they could make it deeper like your idea if the game is open world, it’d make more sense in that genre than the linear style we’ve had so far.
> >
> > Multiplayer I wouldn’t want health packs, in that space I like the recharge.
>
> Not sure I follow.
> How would recharging health based on a resource you collect and store be more suitable for an open world game than a linear one?
>
> You’d still have recharging health, but you’d have to collect that biofoam.

If it were open world I’m sure there’d be a lot of resource management and upgrading this and that, what have you, so that kind of system would benefit from the genre. If it plays like Halo games have so far I don’t think they need to go that deep into the mechanics, it would just feel a bit out of place and too complex than it needs to be.

> 2533275031939856;12:
> > 2533274795123910;11:
> > > 2533275031939856;9:
> > > I’d love for health packs to come back in campaign. Biofoam canisters would be cooler than the generic packs from Reach. Don’t know about your energy consumption idea, maybe they could make it deeper like your idea if the game is open world, it’d make more sense in that genre than the linear style we’ve had so far.
> > >
> > > Multiplayer I wouldn’t want health packs, in that space I like the recharge.
> >
> > Not sure I follow.
> > How would recharging health based on a resource you collect and store be more suitable for an open world game than a linear one?
> >
> > You’d still have recharging health, but you’d have to collect that biofoam.
>
> If it were open world I’m sure there’d be a lot of resource management and upgrading this and that, what have you, so that kind of system would benefit from the genre. If it plays like Halo games have so far I don’t think they need to go that deep into the mechanics, it would just feel a bit out of place and too complex than it needs to be.

While better explained, I don’t see it as a “complex” system. Sure, more complex than straight up health pickups, but apart from exponential usage based on damage taken, which I’m not sure about, the system is only “if you have it you heal”.

Kind of like picking up a health pack for later use, but automatic use with this system.

I don’t see how the system wouldn’t have fit into Halo CE for example.

I’m fine without them.

The problem with this concept (at least in terms of Multi-player) is you are just creating another control point, but this one gives the person in control a decided advantage , not just a better weapon or position , but an instant extra life as it were. Why move from the re-spawn of bio foam if I have (at worst) a usable utility weapon or , (at best) a power weapon? We found out in Reach that health packs , especially at higher skill levels , tend to be where the fights take place. 1. Get a power weapon 2. move to health pack 3. camp until out of ammo or over run.

They just aren’t conducive to map flow or balance. A great idea for single player , but to include them in one and not the other creates a disconnect between single and multi player which developers seem to believe that gamers at large just can’t handle.

Also , it adds a whole lot of questionable situations that players in general don’t like to encounter (“I put 5 bursts into that guy and he didn’t die!” , losing encounters to due to opaque systems , [how do I know the Spartan I am encountering has or doesn’t have foam?] did I lose to lag or a foam user? etc. , etc.)

It all comes down to the same argument against Thrusters and Sprint ; lots of people consider them get out of Jail free cards for making a bad decision ; and that is really all a portable health pack would be at lower levels.

> 2533274847627340;15:
> The problem with this concept (at least in terms of Multi-player) is you are just creating another control point, but this one gives the person in control a decided advantage , not just a better weapon or position , but an instant extra life as it were. Why move from the re-spawn of bio foam if I have (at worst) a usable utility weapon or , (at best) a power weapon? We found out in Reach that health packs , especially at higher skill levels , tend to be where the fights take place. 1. Get a power weapon 2. move to health pack 3. camp until out of ammo or over run.

Going to edit the OP after this, as I worded things badly.
Start time for health regen, (which wouldn’t be any different than now). You don’t start healing your health the instance you start taking health damage.

As far as control points go, the old nature of medpacks with instant heal on pickups, must surely have contributed to the camping, ( completely disregarding map design and map placement of medpacks ).

However, given that I said a biofoam container could give the player only a fraction of a full tank, you’d have the ability to spread them several of them out on the map along routes and so forth, making it less feasible to camp a specific biofoam spawn point, and instead move around to gather them.

> 2533274847627340;15:
> They just aren’t conducive to map flow or balance.

Mayhap in earlier iterations with instant full heals on automatic pickup.

> 2533274847627340;15:
> Also , it adds a whole lot of questionable situations that players in general don’t like to encounter (“I put 5 bursts into that guy and he didn’t die!” , losing encounters to due to opaque systems , [how do I know the Spartan I am encountering has or doesn’t have foam?] did I lose to lag or a foam user? etc. , etc.)

Foam use would be automatic after a period of time like health regen function now.

> 2533274847627340;15:
> It all comes down to the same argument against Thrusters and Sprint ; lots of people consider them get out of Jail free cards for making a bad decision ; and that is really all a portable health pack would be at lower levels.

Given how I’ve now explained it better, does all this still apply?

> 2533274847627340;15:
> The problem with this concept (at least in terms of Multi-player) is you are just creating another control point, but this one gives the person in control a decided advantage , not just a better weapon or position , but an instant extra life as it were. Why move from the re-spawn of bio foam if I have (at worst) a usable utility weapon or , (at best) a power weapon? We found out in Reach that health packs , especially at higher skill levels , tend to be where the fights take place. 1. Get a power weapon 2. move to health pack 3. camp until out of ammo or over run.
>
> They just aren’t conducive to map flow or balance. A great idea for single player , but to include them in one and not the other creates a disconnect between single and multi player which developers seem to believe that gamers at large just can’t handle.
>
> Also , it adds a whole lot of questionable situations that players in general don’t like to encounter (“I put 5 bursts into that guy and he didn’t die!” , losing encounters to due to opaque systems , [how do I know the Spartan I am encountering has or doesn’t have foam?] did I lose to lag or a foam user? etc. , etc.)
>
> It all comes down to the same argument against Thrusters and Sprint ; lots of people consider them get out of Jail free cards for making a bad decision ; and that is really all a portable health pack would be at lower levels.

It’s not really that different of camping with a PW on a high ground were the weapon spawns in HCE or H2. I admit that most maps in HR placed health packs in closed areas and made camping near by a valid strategy, especially in 2v2. However I barely encounter those situations in MLG forge maps or even barely in BTB and Invasion. Hell! In classic Quake and UT health packs and extra live point were a great way to force movement on the map.

I think the health system in Reach itself wasn’t the problem at all, quite the opposite. The reason why it didn’t worked too well was spawning time and map placement of health packs. That said I don’t necessarily want them back either, but not why I don’t like the system (quite frankly I prefer the health system in Reach the best), it’s just that I don’t trust 343i anymore when it comes to level design. … Quite the sad statement now that I wrote it out!^^’

The foam idea o the other hand? It would be similar to the Far Cry 2 health system and in single player that system is great - in an open world scenario at least. In MP however I completelly agree with you, there is no way it wouldn’t break the flow in 4v4 imho.

> 2533274847627340;15:
> > 2533274795123910;11:
> > > 2533275031939856;9:
> > > [CUT]
> >
> > Not sure I follow.
> > How would recharging health based on a resource you collect and store be more suitable for an open world game than a linear one?
> >
> > You’d still have recharging health, but you’d have to collect that biofoam.

For pacing issues. While the system alone isn’t complex at all, it still consumes more time than just plain and simple auto-recharge or a single instand use pick-up item! :slight_smile: I like the idea itself, don’t get me wrong. A lot of open world shooter games use similar systems already for a reason. In fact I often claimed that such a system would have helped Destiny quite a lot and add the possibility of introducing more support classes and make it a real cooperative experience in the shared world MP. But the pacing between linear action games like Halo (although with sandbow level designs) and open world Shooters like Far Cry a quite different.

In a linear action packed game you clear an area, get a few new goodies on the way and move to the next area until a cut-scene rewards your efforts. Introducing everything that makes you stay still longer and longer in a cleared area without giving you something interesting for the time being breaks the rhythm, and for what? By being linear the dev always knows how you should be health and ammo wise, the resources are calculated. So the addition of bio-foam would give you an additional strategy aspect during the fight, but it would be fairly meaningless on the long run, because when you should be low on foam there will be more right behind the corner. Or at least an over-shield to compensate at the end of the area. In action games in linear setting there is no need to add such a layer of complexity, and if you want to add a level of difficulty and resource balancing, you can still do it by making the enemy more precise and by playing with weapons, vehicles an ammunition.

This is a luxury an open world game doesn’t have! The pacing is based on the speed the player sets for himself and balancing resources becomes a fundamental part of the game (or at least should be… Again, it’s the main reason why game like SoT and Destiny feels so empty imho - they lack a meaningful motivation for exploring the world). In this case health packs, foam, power-ups… Everything that adds to the “preparation phase” before “clearing an area” phase adds to gameplay. In this case complexity is a welcome thing, but in a linear scenario the extra layer only make things slower without really adding anything meaningful. Resources would be placed on the path anyway in a fair amount first and foremost. Also every secret addition for gratifying the player’s exploration would give him an unfair advantage over the planed difficulty curve. At least that’s how I see it!

Of course the discussion differs greatly if we’re talking about sandbox games, especially with rpg elements and even with the same linear level structure. In that case balancing resources for different game styles and a good level of exploration freedom is everything! In fact I still claim that rechargeable health in modern Deus Ex actually hurts the game. DE uses a 200 points health system and it always auto-recharges the first 100 points when depleted. Now, if they at least quartered the health system by making every 50 or even 25 points rechargeable, Eidos would have created a nice balance between action and resource usage. With 100pts recharge (50%) every second health pack and bio cell became meaningless. My fear is that the foam situation in Halo would be similar, at least if 343i aims at the same gameplay and level design structure for Hi.

PS.: Wow! I got way too in depth with this! Sorry for the long post! X’D

> 2533274795123910;13:
> > 2533275031939856;12:
> > > 2533274795123910;11:
> > > > 2533275031939856;9:
> > > > I’d love for health packs to come back in campaign. Biofoam canisters would be cooler than the generic packs from Reach. Don’t know about your energy consumption idea, maybe they could make it deeper like your idea if the game is open world, it’d make more sense in that genre than the linear style we’ve had so far.
> > > >
> > > > Multiplayer I wouldn’t want health packs, in that space I like the recharge.
> > >
> > > Not sure I follow.
> > > How would recharging health based on a resource you collect and store be more suitable for an open world game than a linear one?
> > >
> > > You’d still have recharging health, but you’d have to collect that biofoam.
> >
> > If it were open world I’m sure there’d be a lot of resource management and upgrading this and that, what have you, so that kind of system would benefit from the genre. If it plays like Halo games have so far I don’t think they need to go that deep into the mechanics, it would just feel a bit out of place and too complex than it needs to be.
>
> While better explained, I don’t see it as a “complex” system. Sure, more complex than straight up health pickups, but apart from exponential usage based on damage taken, which I’m not sure about, the system is only “if you have it you heal”.
>
> Kind of like picking up a health pack for later use, but automatic use with this system.
>
> I don’t see how the system wouldn’t have fit into Halo CE for example.

That kind of eliminates difficulty as well if you can carry around packs. Instead of being careful to not let your health go down in a battle you could just go in guns blazing using auto packs. I’m just not a fan of that part.

Of all the things that could be brought back, health packs are near the bottom of the list of things I would like to see. It’s just not a feature that I have ever enjoyed in campaign or multiplayer

> 2533275031939856;18:
> > 2533274795123910;13:
> > > 2533275031939856;12:
> > > > 2533274795123910;11:
> > > > > 2533275031939856;9:
> > > > > I’d love for health packs to come back in campaign. Biofoam canisters would be cooler than the generic packs from Reach. Don’t know about your energy consumption idea, maybe they could make it deeper like your idea if the game is open world, it’d make more sense in that genre than the linear style we’ve had so far.
> > > > >
> > > > > Multiplayer I wouldn’t want health packs, in that space I like the recharge.
> > > >
> > > > Not sure I follow.
> > > > How would recharging health based on a resource you collect and store be more suitable for an open world game than a linear one?
> > > >
> > > > You’d still have recharging health, but you’d have to collect that biofoam.
> > >
> > > If it were open world I’m sure there’d be a lot of resource management and upgrading this and that, what have you, so that kind of system would benefit from the genre. If it plays like Halo games have so far I don’t think they need to go that deep into the mechanics, it would just feel a bit out of place and too complex than it needs to be.
> >
> > While better explained, I don’t see it as a “complex” system. Sure, more complex than straight up health pickups, but apart from exponential usage based on damage taken, which I’m not sure about, the system is only “if you have it you heal”.
> >
> > Kind of like picking up a health pack for later use, but automatic use with this system.
> >
> > I don’t see how the system wouldn’t have fit into Halo CE for example.
>
> That kind of eliminates difficulty as well if you can carry around packs. Instead of being careful to not let your health go down in a battle you could just go in guns blazing using auto packs. I’m just not a fan of that part.

It’s one tank. Not several.
What exactly would the difference be between now and using this system regarding going in guns blazing?
seeing as both systems would be identical with the difference that one has limited health regeneration based a pickup.

As far as difficulty goes.
The idea is to decrease the frustrating aspects of higher difficulties. As I said, encounters are either lethal or non-lethal, in which case the non-lethal encounter may as well not be present outside of a filler.
Having a limited health regeneration system allows more encounters to not have to be lethal in order to actually have an impact on the player, as the player can lose health which does not regenerate without something there to enable regeneration.