Originally Posted by th3l4st0ne
The wound idea is a good proposition but I don't think it would work well. For example: when freeroaming, you hurt yourself when landing on a roof and the next roof cannot be reached unless you go full speed, which you can't anymore. And then during the campaign, either the paths will be easy when in good state to make sure you can still go trough when hurt or as soon as you are hurt you got to find another way to the objective and if the case is the same as in freeroaming, you'd better be creative and barely manage to get there without having some cops shooting you before.
I understand your concerns, but my main point is having more routes through a level. The idea being that the harder a route is, the quicker it'll get you there (a risk/reward sort of thing).
If you get injured, you can either continue trying to make your way along the harder areas, and simply risk more by doing it - i.e. if you've injured your leg, you'll have maybe three good steps and a jump on it at full speed. That'll still be enough to make it over most jumps, but you might have to catch yourself if you don't quite make it. If you'd've needed to catch yourself anyway because the jump was too far, you wouldn't make it. If you also throw in "safe zones" where you can rest and administer some rudimentary first aid treatment to get your body parts back to at least a semi-injured state, it'd make the game playable, and at times, more interesting, as you add the emphasis not to get hurt as well as to just barrel through the game.
Of course, you should add the ability to scale this back so the game doesn't get too hard, but part of the idea of freerunning is doing it without damage to yourself. I cringed every time I took a long fall and didn't land properly in Mirror's Edge 1, but that's all I did. It didn't hurt and it didn't slow you down.
If you have say three stages of injury per appendage:
2) Badly hurt
3) Almost unusable
Let's take a leg for example - if you hurt a single leg, you can still jog on it well, but really strenuous running and any jumping will be painful.
While in this state you can make a few "good" steps while running and just one jump. If you take too many steps before the jump, you'll set it back to being badly hurt, and after a number of steps while sprinting (somewhat random, say between 5-15) it'll give way.
If a leg gives way on you, or you land poorly on it, or you jump after putting too much strain on it, it'll worsen in condition.
That means that while hurt you can still perform as well as when not hurt, but really have to take care with it.
When badly hurt however, sprinting on it will instantly make it worse and any strenuous jumping on that leg will drop it to being almost unusable.
At this point, finding a safe zone and taking a breather for five minutes (probably just fade out/fade back in again), will return it to just "hurt".
However, if you get don to it being almost unusable, you can only limp. You can't run or jog, but can sit down almost anywhere and bandage it up heavily. Ten minutes of resting later, it'll be badly hurt, and will not heal back to being "hurt" until the next major gap in gameplay (e.g. change in levels).
You can only heal back to being unhurt from being hurt... which equates to healing "up" one rank from where you are currently at.
This means that if your leg were to ever get to being almost unusable, you'd need a ten minute break between jumps, as you'd constantly be going back towards it from badly hurt. Basically, if you let your leg get to being almost unusable, it really is "almost unusable". Other than that, playing the game should still work about as well as normal, since you can get back to being hurt, or just fine, and either lets you jump and sprint.
Of course, as I said, the ability to soften this - such as by allowing healing back to uninjured would make it more playable for those on an easier difficulty, but if you throw in the accurate movement and camera bob that Mirror's Edge 1 had, I think that some kind of versatile damage system could have great potential. Particularly if you include more actions requiring the arms. An arm injury could basically prevent you from climbing anything over a short distance.