Bozorgmehr wrote...
Zem_ wrote...
Only if you build the worst possible medkit system, which it seems all your arguments against medkits rely on.
Can you provide a good or best possible medkit system coz I'm not aware those exist.
Fallout: Vegas and Dragon Age 2 both offered two different systems with immediate healing vs. regen. Even Left 4 Dead has an interesting look at different types of immediate healing.
Dragon Age 2 handled health in what I thought was a particularly good manner: there was little in-battle regeneration (and what there was was generally slow and small), but post-battle regeneration was rapid. With in-battle regeneration extremely limited and a special value in and of itself, 'health packs' were delegated to two different points: potions and spells. Spells were limited by mana (which slowly regenerated, and was mutually exclusive for other spells), but also by time: you could chug a potion, but had to wait awhile before you could do it again. While this led to some exceptionally humerous battles (the Arishok) in which a player would chug a potion and run around waiting for the chance to do another, as a whole it meant that in-battle a player could, yes, take advantage of a potion... but not to quickly, and only as many potions as the player bought/found.
But with post-battle regeneration, however, potions weren't in any sense required... if you could finish a battle soon enough. And if you got injured (in-battle killed, but party victorious), you didn't have as much health/other stat until you healed via items or other abilities. Since the biggest qualm with a healthpack system is the trouble post-battle in finding more, post-battle regeneration but in-battle health packs worked well at keeping battles tense but post-battles less devoted to backtracking.
Fallout: Vegas approached healing from a number of perspectives, and while stimpack abuse is legendary (instant, and the only cost being how many you have), it wasn't the only part of the system. The food and other regen system were also of note.
Actual, permanent regeneration was rare: you either had to make the single most expensive purchase in the entire game (12,000 caps), or had to invest rare abilities for conditional regenerations: the Solar Power skill would only regenerate health if you were (a) outside, and (

it was daytime. The Radiation-Regeneration trait would regenerate your health faster with higher radiation levels... but those levels came with other drawbacks.
The food system, however, was particularly notable. Also a 'limited regen' system, food items would give you X health a second for Y seconds. More plentiful food gave less: maybe 15 health over the course of five seconds. Some foods would focus on time or immediate gain: 3 h/s for 15 seconds, or 15 h/s for 3. Food wasn't rare, but it was an investement in and of itself: you could buy it, you could cook it, you could steal it. Since it stacked, you could also eat a lot at once, enough for relevant battle implications if you wanted.
Most notably, however, food had weight: nearly all equipment in Fallout does. You can only carry so much of anything. That, in addition to the number of food items, was a great limiting factor, since it left prioritization entirely up to the player: the difficulty isn't so much in finding food in general, but how much the player wants to carry.
The third game I bring up, L4D, is relevant because of the idea of
temporary health items. L4D revolves around that every can carry two weapons and an Item: what that item is remains upto the player. There are bombs to kill zombies with, traps to delay them, but there are also two different health items for recovery: bandage kits and pills. Pills give an immediate 60-odd health that slowly decreases over the course of 30 seconds: bandage kits heal 80% of a player's lost health. On the face of it, the bandage kit is by far superior.
But bandage kits are rare, and pills are common. Pop some pills, and you have an immediate damage cussion... for a little while. At the end of the pill usage, you can only be as healthy as you were when you started... unless you took more damage.
The biggest drawback to a health-pack system without regen is having to hunt down health after a bad battle. The biggest drawback to a regen system of the CoD style is never needing to worry about health during a battle, in so much that hiding for five seconds fills it all. A hybrid system, however, could deal with both. Just take some of the factors we listed above, and mix them with the Halo Reach health/shield departure.
Let's take the DA2 post-battle regen setup: health regeneration during a battle (as opposed to shields) is a precious thing: either a special power, upgrade, or class/race ability. While shield recovery might be big, health recovery can't be relied upon on its own. After a battle, however, health is more or less completely recovered over the next, say, ten seconds. Unless battles are literally back to back, Shepard is back to health by the next fight.
Follow that with medigel as the primary in-battle healer. You only have a certain amount of it. You start a level topped out, but then only occassionally find more. If you're in trouble
in a battle, you can either wait for shields, or pad yourself with a health pack if your health worries you. Since your health will regenerate after the battle, if you survive it, using the health pack becomes a question of 'do I need it this battle', as opposed to having to chug it regardless.
Finish this up with some temporary shield buffs, in the sense of temporary health. It could be a power: biotic barrier, fortification, overcharge. Or it could be a special item/equipment shepard could hold at the cost of another. Boost shields by X, but with gradual decay over Y time. It doesn't help your health at the end... but it may help you pull through the battle.