I put in another equipment item and talk a bit about loadouts! Here’s the video:
As an alternative to health pickups and rechargeable shields, I’ve put in an optional healing equipment that players can choose to include in one of their loadout’s equipment slots. I think this maintains a good risk/reward dynamic, provides more choice, and will further emphasize teamwork.
The healer is intended to be used between firefights. First, you charge it — this is when it’s white and the cross is filling up; you can think of it like it’s diagnosing the damage. If you get hit while charging, it will restart the charge so you’ll want to find a safe place to do this. Once the charge is done, it turns green and starts healing you over time — you’re free to get hit or use other weapons while you’re being healed as neither of these will interrupt it. It only heals for the amount of damage you had when you started healing so as an attacker, you never have to do more than 100 damage to kill an enemy (unless you let them start a new heal while you’re shooting at them, but this is unlikely). So if you had 25hp when you started healing, but you took 18 damage while the heal continued, you’d still only heal 75 damage and you’d end up with 82hp (you don’t heal the extra 18 damage you took after starting the heal).
I haven’t put in any objectives or even support for teams, so all the footage so far has shown deathmatch gameplay — the goal, however, is to build a game that rewards solid teamwork. Sort of like choosing heroes in a MOBA, you’ll want to coordinate the different loadouts each teammate will use and you’ll need to work together if you want to win.
Next video will showcase the melee weapon I’ve been yapping about for a while.
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