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View Full Version : There ARE Health Packs in Multiplayer



Dawg605
03-07-2004, 05:08 PM
http://images.1up.com/imageapp/large_image/6/l_pandora_m_026_sid114575.jpg

http://www.xboxreloaded.com/images/xrbanner.gif (http://www.xboxreloaded.com/)

Dawg605
03-07-2004, 05:08 PM
http://images.1up.com/imageapp/large_image/6/l_pandora_m_026_sid114575.jpg

http://www.xboxreloaded.com/images/xrbanner.gif (http://www.xboxreloaded.com/)

UnSaNiTy99
03-07-2004, 05:11 PM
cool

http://www.splintercell.com/uk/images/downloads/scpt-signature-charge.gif.gif

"You! bring me the wall street journal! And you two! fight to the death!"

-Family Guy

RepXt
03-07-2004, 05:43 PM
whoa! that's new, mercs'll definitely need to have a good memory of where the health packs are,

one thing dawg! can the spy take the health pack with him (like SC) or is it used from the wall unit and he moves on and has to return (if it's got like more than one shot?)

Dawg605
03-07-2004, 06:01 PM
I'm 99% sure he can't take it.

http://www.xboxreloaded.com/images/xrbanner.gif (http://www.xboxreloaded.com/)

mike_n22
03-07-2004, 06:42 PM
Dude, it says right in the pic that he can heal!

Dmask89
03-07-2004, 06:50 PM
he means the spy can't put it in his inventory like sam does in splinter cell 1

http://www.pcgamessource.com/sigs/dmaskiew89.gif
"Make Me Fell Alive Again!"-Grey Fox

bergeyman
03-07-2004, 06:57 PM
one thing i think would be cool, is if the mercs could shoot/blow up the health pack, so a spy could not use it

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"We have first raised a dust, and then complain we cannot see..."
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Dmask89
03-07-2004, 06:57 PM
then what would the merc use? lol

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"Make Me Fell Alive Again!"-Grey Fox

UnSaNiTy99
03-07-2004, 07:16 PM
hmmm is it just me or does the action box thing look weird, in sc it was more in the top right corner and looked different...hard to explain

http://www.splintercell.com/uk/images/downloads/scpt-signature-charge.gif.gif

"You! bring me the wall street journal! And you two! fight to the death!"

-Family Guy

Dmask89
03-07-2004, 07:27 PM
ya it's different because the amount of objectives left bar thingy is where the action bar was in the first sc.

http://www.pcgamessource.com/sigs/dmaskiew89.gif
"Make Me Fell Alive Again!"-Grey Fox

ctyx
03-07-2004, 08:08 PM
im not sure i really like the whole health pack thing. i mean how many are there going to be. it takes away from the realism of the game. if there are like 2 that would be ok but if there are like 7 that would suck.who agrees?

"Yea though I walk through the valley of the shadow of death i will fear no evil"

Dawg605
03-07-2004, 08:10 PM
Yeah. Besides the HUD change in Pandora Tomorrow, the Action Box is in the same place and looks the same.

http://www.xboxreloaded.com/images/xrbanner.gif (http://www.xboxreloaded.com/)

mafiaguy711
03-07-2004, 08:37 PM
how does it take realism?i mean all over i go thier are First aid packets on walls and eye-rinse stations, soo if the mercs jacked the meusuem civies would use those in case somenone is injuered

Gamertag: Max Damage01

jrenegade
03-07-2004, 08:45 PM
I think the health pack idea is stupid, at least if they are going to keep it, server admins should have the abilitys to enable and disable it.

FN57
03-07-2004, 08:59 PM
"I think the health pack idea is stupid, at least if they are going to keep it, server admins should have the abilitys to enable and disable it."

^ I totally agree with the statement above.

http://server6.uploadit.org/files/FNPhil-FNweapons.jpg

jrenegade
03-07-2004, 09:09 PM
@FN57, well let's just hope UBI will make it like that.

Shadow_Net543
03-07-2004, 11:02 PM
So does anyone know how they will work? I mean I know they heal, and all, but are they just like a one time use, so once somone uses it it's gone? Or is there a number limit to how many times it can be used(like 5 or 3 times, or something)? Or maybe they slowly regenerate after each use, and once its full it can be used again. Anyone know?

RepXt
03-08-2004, 02:12 AM
my thots exactly shadow_net, having an inexhaustible supply of health wouldn't be a good thing cos after a fire fight (if u survive) all roads lead to the health pack, but then again your pursuer may have a good idea where you are headed ...I feel that carrying a low health level would add a lot more excitement and bring out the best in both sides and force them to strategise better

in answer to your question though "anyone know?" ...I don't maybe someone else does

Pitt Bull
03-08-2004, 02:22 AM
Health Packs! This game just get's better and better

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fachkx
03-08-2004, 06:25 AM
i think its half life style healing...maybe...but how will we know when one is full or empty?

Mgineer
03-08-2004, 06:58 AM
Consider balance... Mercs respawn, spies don't. Whether or not people think it's good/stupid is irrelevant, as I think the dev's were going for balance here. After a tough firefight, if the spy comes out victorious, the merc respawns, and the spy is left with say, 25% health. If the spy is found again, he's now at an even greater disadvantage. Health packs give the spies an *option* (he'd have to choose between healing up, or going for an objective, tough choice) after a showdown with a merc. In a sense, it's beneficial for both mercs and spies, because if a spy decides to go for the health instead of objective, this buys the mercs some time to respawn and regroup.

GT: Mgineer

scworld
03-08-2004, 12:41 PM
Good point!
BTW You'll see a red bar (heard of) when using a health pack is SP, indicating how full it is. I think it regenerates quite fast because of the fast games (10 min approx). Servers should be able to disable it. It's all in the choice.

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PyroMunky666
03-08-2004, 12:52 PM
well i hope that when the spies use the health packs they use them the same way sam does in one player mode(shoots it up like herione) cuz then the spies would have an even bigger choice, stay vulnerable for a long period to heal yourself or take the chance with the life u have left