Here is a suggestion for the Half-Life 2 incarnation of Infiltration.
ADJUSTABLE PHYSICAL ATTRIBUTES
I’m sure some heads are already spinning just from reading the subtitle of this section. I’m not thinking of anything DRASTIC here. In real life, people have varying degrees of physical capabilities, so why not bring them into Infiltration to some extent? I was thinking that each player could be given three points to invest in four physical attributes. The first point of investment would raise any one of these attributes by 5%. Each attribute could have a maximum of two points invested into it. Perhaps if an attribute is boosted twice, the second point of investment would only raise it by 2%.
(1) Strength <SH> Boosting strength allows the player to carry more gear, and increases the amount of endurance a player has for moving about the map and handling equipment.
(2) Stamina <SA> Boosting stamina allows the player to make their stamina last longer. They’ve conditioned their bodies to be able to operate strenuously for a longer period of time. Note that people can be really strong, but they’re unable to keep up with someone who has less muscle mass yet is able to run a marathon.
(3) Speed <SD> Boosting speed increases the player’s ability to move more quickly. This only affects running and walking speed, and it does not have an impact on readying or putting away gear.
(4) High Pain Threshold <HPT> Boosting HPT allows the player to recover and better manage the effects of pain. If struck by a round, their bodies will spin around just as much as the next guy, but the flashing and obscuring effects of pain (or any other effect that may be introduced to the game, such as having a wounded arm interfere with one’s ability to aim) are reduced both in terms of severity and the length of time.
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Here are my REVISED descriptions for the Strength and Stamina attributes…
(1) Strength <SH> Boosting strength allows the player to carry more gear (a percentage of the gear’s weight would not be applied as a penalty to the stronger player), and interacting with found objects is quicker and surer (a stronger player could more easily slide a washing machine against a door, for example).
(2) Stamina <SA> Boosting stamina gives the player a slightly larger reservoir of physical energy, and it allows the player to make this reserve of stamina last longer. They’ve conditioned their bodies to be able to operate strenuously for a longer period of time. Note that people can be really strong, but they’re unable to keep up with someone who has less muscle mass yet is able to run a marathon.
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It’s important to note that I have not included a health category here. I feel that allowing such an attribute to be raised could easily have a major impact on game balance. The attributes that I’ve listed here are primarily designed to have an influence on how one RESPONDS to their environment, rather than being immune to their environment and circumstances.
If anything, raising an attribute 5 to 7, or to 10 percent (or if one prefers, each point of investment is worth only 2.5%) may have just enough influence to be noticeable, but in the end the most important thing to playing INF is still one’s actual skill in the game.
ADJUSTABLE PHYSICAL ATTRIBUTES
I’m sure some heads are already spinning just from reading the subtitle of this section. I’m not thinking of anything DRASTIC here. In real life, people have varying degrees of physical capabilities, so why not bring them into Infiltration to some extent? I was thinking that each player could be given three points to invest in four physical attributes. The first point of investment would raise any one of these attributes by 5%. Each attribute could have a maximum of two points invested into it. Perhaps if an attribute is boosted twice, the second point of investment would only raise it by 2%.
(1) Strength <SH> Boosting strength allows the player to carry more gear, and increases the amount of endurance a player has for moving about the map and handling equipment.
(2) Stamina <SA> Boosting stamina allows the player to make their stamina last longer. They’ve conditioned their bodies to be able to operate strenuously for a longer period of time. Note that people can be really strong, but they’re unable to keep up with someone who has less muscle mass yet is able to run a marathon.
(3) Speed <SD> Boosting speed increases the player’s ability to move more quickly. This only affects running and walking speed, and it does not have an impact on readying or putting away gear.
(4) High Pain Threshold <HPT> Boosting HPT allows the player to recover and better manage the effects of pain. If struck by a round, their bodies will spin around just as much as the next guy, but the flashing and obscuring effects of pain (or any other effect that may be introduced to the game, such as having a wounded arm interfere with one’s ability to aim) are reduced both in terms of severity and the length of time.
======================================================
Here are my REVISED descriptions for the Strength and Stamina attributes…
(1) Strength <SH> Boosting strength allows the player to carry more gear (a percentage of the gear’s weight would not be applied as a penalty to the stronger player), and interacting with found objects is quicker and surer (a stronger player could more easily slide a washing machine against a door, for example).
(2) Stamina <SA> Boosting stamina gives the player a slightly larger reservoir of physical energy, and it allows the player to make this reserve of stamina last longer. They’ve conditioned their bodies to be able to operate strenuously for a longer period of time. Note that people can be really strong, but they’re unable to keep up with someone who has less muscle mass yet is able to run a marathon.
=======================================================
It’s important to note that I have not included a health category here. I feel that allowing such an attribute to be raised could easily have a major impact on game balance. The attributes that I’ve listed here are primarily designed to have an influence on how one RESPONDS to their environment, rather than being immune to their environment and circumstances.
If anything, raising an attribute 5 to 7, or to 10 percent (or if one prefers, each point of investment is worth only 2.5%) may have just enough influence to be noticeable, but in the end the most important thing to playing INF is still one’s actual skill in the game.
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