2012-09-20, 07:47 AM
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[Ignore Me]
#29
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Private
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Originally Posted by Captain1nsaneo
Someone already got a tank into a biolab? Cool, saves me time. The Lib is still on my list of things to get into a biolab though. The auto landing is causing me problems however.
Quick word about if we should be able to do this:
Yes, we should.
Here's the reasoning, in a game where fighting is the norm only the unusual situations will stick out in the memory. I don't remember the 100s of times I've fought over Gunuku but I remember some of the stranger and more intense fights. Getting a prowler into a biolab will be something those guys will reminisce about and if enemies come against it they will remember it too. These unusual behaviors create unique experiences that outshine the moment to moment typical FPS combat that we know so well.
To address gameplay concerns:
It's not OP in the least. In the video you can clearly see the limited mobility inside such a station, any sort of AV would be able to tear it to pieces. There's a reason why being armor in an urban environment is so freaking dangerous. This is a hard to do thing that is easy to counter. If they're camping the pads with tanks then bring in a lib that can drop shells inside (or wait for them to run out of ammo). It's not hard, we are people and we can be clever. Infantry can deal with tanks well enough outside, I see no reason that they couldn't deal with them in a biodome.
This isn't a viable tactic. Believe me, this kind of thing is my bread and freaking butter.
And finally a rant:
Please stop trying to shield parts of the game that players are using in ways that don't conform to the original design. More often than not players have more fun in the subversion of systems than in their adherence to them. The greater ingenuity that players can work on their environment the more they will stop looking upon the game as a game filled with mechanics and more upon it as a form of reality. In the original we had people who reported hallucinations revolving around cloakers, zoom, implants, voice macros, and lag.
To limit players brazenly is to remind them they are in a game.
If there are problems with vehicles then don't make edge cases, change how they interact on a basic level across all vehicles in their collisions. Hold to the natural narrative that is created by the physics engine and do not have ugly edge case solutions that are not echoed across the whole.
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Very excellent points. I wholeheartedly agree +1
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