Yeah, I’ll be waiting until I get to try the mechanics myself to form my full opinion. Based solely off what I read about it and my experience with other games that used things like this… I don’t like the idea. I’m not against trying it. Just not keen on the concept. I see more “evil” than “good” having only a text version of the concepts to go off of.
Overall though I just can’t see the food mechanics as really addressing the abuse issues. If I can still just run circles around my enemies and heal back up… then its still able to be abused. It just adds extra tedium in finding the food to allow the abuse.
Another concern I just had though… how will this work in multiplayer?
If anyone here grew up playing co-op side scrolling games like “Streets of Rage, Double Dragon, P.O.W., etc…” they likely also recall how enraging it was to be one punch away from dying with only a single continue left… while player two, at max health, has been grabbing every turkey dinner that you kicked out of a trashcan.
In response to Azorai and anyone else who was saying that a regen mechanic based on distance would simply mean that you’d have to run further away from the creature to re-heal…
That is a valid concern. My approach to this would be much like powbam said about it.
Give the creature a greater “agro” range so that they could keep you targeted for a longer distance. This way you’d have to run a good bit further to get the rapid regen. In close quarters like inside buildings and caves it might not even be possible to get far enough away from a creature. If you have to run further away it becomes more inconvenient to abuse the mechanic.
Also I’d support the idea of giving creatures an OOC HR of their own. If I get far enough away from a baddie for my rapid HR to kick in… then let them start to regenerate health as well. This would make it a bit less appealing to try to abuse the mechanic since running away could essentially start the fight over again completely. In theory this would encourage people to simple do short tactical retreats for a “second wind” without running away so far that their rapid regen would start to work.
Since I brought up multiplayer issues as an argument against the food mechanics its only right that I also address multiplayer in my idea.
The way I feel a distance mechanic should work in multiplayer would be as follows. So long as any other player is fighting a creature that you previously attacked… you are considered “engaging in combat” and thus can’t have the rapid OOC HR kick in.
So in the event that me and a friend are playing together and encounter a tough opponent it would work like this. My friend attacks the creatures and is now considered to be fighting it. So long as I don’t attack that creature I can still have rapid regeneration kick in. If I start attacking the creature and then my friend decides to fall back and heal back up a bit… he won’t be able to have rapid regeneration occur because he had previously attacked the creature and now I’m fighting it… which causes him to continue to be considered to be in combat.