SeymourGore
Flatulent Cherub
I think if health drops were to be implemented, I wouldn't be a fan of making them 'killer specific' for a short duration. While it may seem unfair if another player were to steal this health from the player who made the kill (whether it be teammate or foe), you've got to think about how a smart player would use this to their advantage and wait until the enemy tries to pick up the health drop, then blast them good. Hohohoho!
Anyhow, some interesting ideas in this thread, personally I think so far, my favourite idea would still be a combination of health regeneration (segmented style, ala Serket's earlier suggestion) and health drops.
I like the forgiveness that segmentated health regeneration gives to new players that are trying to learn to ski (or for veterans who get the odd bump or scratch on their way to their destination), but having it segmentated (ie: regenerating up to set intervals on their health bar), minimizes the effectiveness of running and hiding (even though this suits Seymour's method of play).
And, while it may seem segmentated regeneration is less helpful for new players versus a full regeneration, I disagree. Experienced players would have an easier time to kill new players for a longer period of time because they can always nest themselves away from the battle, heal up to full life, then begin again. With a segmented heal, they can only regenerate up to so much, then have to rely on health drops to regenerate further. This allows new players to better anticipate the veteran player's next move (he's going to try to go for that health drop).
Whereas the health regeneration is more of a passive heal (because you have to not be consuming energy and on the ground) suited more towards between battles, I like the inclusion of health drops to complement this passive heal. Health drops are very much more an active heal, they only need to be grabbed to begin restoring life, and are helpful for everyone (and not skewered for offense or defense.)
One thing that I'm unsure about is how to deal with health drops when it comes to suicides. I don't know if I necessarily want to see teammates suiciding themselves to leave a health drop for a capper (or HoF), nor do I want to see situations where players are suiciding themselves before dying to avoid dropping a health drop (if suicides were made to not drop health).
Anyhow, all stuff to ponder about and discuss. Seymour's here all night, so keep me occupied.
Anyhow, some interesting ideas in this thread, personally I think so far, my favourite idea would still be a combination of health regeneration (segmented style, ala Serket's earlier suggestion) and health drops.
I like the forgiveness that segmentated health regeneration gives to new players that are trying to learn to ski (or for veterans who get the odd bump or scratch on their way to their destination), but having it segmentated (ie: regenerating up to set intervals on their health bar), minimizes the effectiveness of running and hiding (even though this suits Seymour's method of play).
And, while it may seem segmentated regeneration is less helpful for new players versus a full regeneration, I disagree. Experienced players would have an easier time to kill new players for a longer period of time because they can always nest themselves away from the battle, heal up to full life, then begin again. With a segmented heal, they can only regenerate up to so much, then have to rely on health drops to regenerate further. This allows new players to better anticipate the veteran player's next move (he's going to try to go for that health drop).
Whereas the health regeneration is more of a passive heal (because you have to not be consuming energy and on the ground) suited more towards between battles, I like the inclusion of health drops to complement this passive heal. Health drops are very much more an active heal, they only need to be grabbed to begin restoring life, and are helpful for everyone (and not skewered for offense or defense.)
One thing that I'm unsure about is how to deal with health drops when it comes to suicides. I don't know if I necessarily want to see teammates suiciding themselves to leave a health drop for a capper (or HoF), nor do I want to see situations where players are suiciding themselves before dying to avoid dropping a health drop (if suicides were made to not drop health).
Anyhow, all stuff to ponder about and discuss. Seymour's here all night, so keep me occupied.