http://www.wow247.co.uk/2016/07/19/frict...rror-guys/
https://twitter.com/ThomasGrip/status/75...5294453760
"Disagree that weapons is the answer though. Problem is that it changes the player's mindset to focus too much on combat."
Though, I would like they include some sort of weapons with scarce ammo which could only hurt and slow enemy A.I. with one shot. 4 or 5 shots could kill them or disable for the moment. The trick is to get and find the ammo, infusion cores, bullets etc., depending on game setting.
And I'm not talking about usual weapons. Extraordinary ones with unusual effects.
Scorn has nice examples:
edit: Ok, this post will serve as my ramblings about gameplay design.
The game could be set with System shock 2 base combat design and reinvent with it's own creativity. I believe it does not need to be based on constantly repeating animations using hand (like swinging a crowbar) but also using particle system to complement it.
I also like liquid trickle shader effect in HPL3 (
https://wiki.frictionalgames.com/hpl3/en...id_trickle).
I would like that this element would be extensively used in next game in gameplay design. For example,
the player needs to collect substance to create a fluid which could slow down enemy A.I. if you throw a jar on them or they step on it.
Also, if they catch a fire (or some special particle effect), they could burn/melt/disolve/vaporize pretty quickly .
What do you think about this gameplay element?