See a review put it well to me, on MOH: Airborne the reviewer at irst thought once yuo died its a new soldier jumping out another plane somewhere nearby and you take on his role, but then realised its the same soldier and a checkpoint ago. Now since then I have kept thinking how fantastic it would be if they did do something like that, so when yuo die thats it, and yuo control a different soldier.
Also ofcourse it would be great fi yuo had a finite number of people in each area and you could chose form a map of europe where you wanrted to invade and have the whole war from start mapped out and controlled by yuor choices (and some other commanders ofcourse) but hey, thats another idea![]()
What do you imagine getting shot feels like? I will tell you sonny Jim that being shot would most likely be detrimental to whatever mission you're involved in, it's as simple as that.
Or you have to use whatever intelligence is available to you and take care of the situation in an efficient and impressive manner without ever having any of your organs compromised.

again thats completely and utterly unrealistic, the longer you stay still in a battle the easier the target you are and the more of the enemy will have your position located and be waiting for you to move from cover and get you very much more easily than a target that is moving from cover to cover. your entire idea is based on the idea they you can somehow know exactly where every single enemy is, which again is basically ridiculous. in war, any war, with all the technology in the world every battle every faught doesn't have a real time satalite coverage with a normal cam, infrared, heat vision. with also the ability to zoon into buildings and determine which direction people are facing and on which floor behind which door they are. thats called bullcrap film technology.
in war people do the fire and move thing and cover fire. because firing from cover roughly at where the enemy is under cover massively discourages them to stick their heads out to see the few guys that are moving closer or flanking. however that doesn't mean they won't/can't stick their gun out and fire and have a slim chance to shoot you, doesn't mean they can't get lucky stand up, shoot you perfectly and get back down under cover without being hit. war's no where near perfect, all tactics ever designed for big battles take into account predicted losses. people expect and plan for losses in war, from the very first battle to every fight in the most recent wars. every single commander in the world expects, and gets losses in all fights but you want a game where you expect none......
as i said, real war is a massive risk. people get shot just as often by richochet's and stray bullets not actually aimed at them. you can not pre plan battles perfectly, its impossible, always has been, otherwise firstly, you'd be at a stalemate. the only time its possible is in a training ground where the "enemy" don't fire back. you can flash bang a room and breach but that doesn't stop someone putting his finger on a trigger, when that happens anyone can get shot, he might take out half your team and himself.
a game based on playing through a level 50 times dying till you know roughly where everyone is would be entirely boring and completely ignore your requirement for realism.
Yeah the two-tiered Halo system worked pretty well. It's just a shame the same thought wasn't put into the weapon inventory system.
What are you talking about? I never said anything about satellite imagery or heat vision, I said intelligence. How do you think modern combat works? You stick a marine in the middle of nowhere and shout sick 'em? In a lot of FPS nowadays we are required to attend a training mission where we are taught to flash rooms before entering for example, yet we never have to use these techniques in the actual campaign because it just plain isn't necessary if you can miraculously heal yourself on the move.
If we had a more realistic damage model we would be more inclined to use advanced training. Lets not forget what the argument is here, I'm not talking about creating a perfectly realistic experience, I would just like to play a game that adheres to the laws of this universe.
"however that doesn't mean they won't/can't stick their gun out and fire and have a slim chance to shoot you
So what's your point? The tone of your argument suggest you don't agree with me, yet you are pretty much confirming techniques we don't use in most games actually do work! You say suppressing fire does keep the enemy pinned down, and there is a one in a million chance they could stand up dodge bullets and skull love someone. Well, yeah...
Try to understand I'm not talking about a game you have to re try 50 times, I'm talking about a game where you are forced to play with a little bit of consideration and intelligence, and if you do so you are rewarded. It's really not that hard to envision an experience where you have the advantage over the enemy in terms of equipment or intelligence, yet are bound to the same laws of science as the enemy.
. Instead of healing you get a small team to control and if you lose one, switch to another team mate.What, the infinitely better two weapons at a time system ? That was one of the aspects of Halo that elevated it above the standard 12-guns-in-your-back-pocket shooters at the time. Those lacked serious thought. Big time.
basically the last sentence you wrote is for me, the opposite, its incredibly hard to imagine a game where you can somehow come up with a plan to not get shot at all without knowing where the guys are before you even start. i mean, rainbow six, from a long time ago played on making missions on mostly/all hostage situations where you know where everyone is within a particular warehouse, airport or whatever with at least a realistic view on how you'd have that inteligence, and in game you could see on maps which way guys are facing, attacking them from behind as they walk the other way on their patrol and so on. war is simply not like that, it worked in rainbow six games because it was say a hostage situation in a town the guys work in and they know the layout and have all their equipment at hand to get cams into rooms and airvents. thats realistic and that game relies quite heavily on dying on revising your attack plan. none of that is available where you're fighting on the other guys turf with none of that equipment on a battlefield and not a single building.