Question1. When some designated target did smash (like barrel), if protagonist is very close he will lose some health?
Propose1:
- to have short range and long range weapon.
- designated target smashed by short range protagonist receive damage
Question2. When the protagonist does lose health how it will be fluence on him?
Propose2:
- it must influence on his possibilities carry capacity in inventory (more detail in UI wireframing tread )
Question3. Will the enemy have a partial control zone in one location or it will see all zone at ones? And protagonist can leave enemy control zone only by changing location (“run from enemy”)?
Propose3:
- different enemy have different control zone
- some enemy “see” only at short range, and can be get around and attack from backward by short range weapon without damage (or skip first attack from enemy or made attack and thant quick return to safe distance)
Question4. Will be difference between the enemy faint and full his death? Can he restored from faint and be ready to fight again (if protagonist doesn’t leave enemy control zone)?
Propose4:
- will be cool if enemy can be leaved in different states: faint or full death (it give more different gameplay and different ways to play protagonist role - “bad or good hero”)