Medics, Engineers, Light Assault - should they have limited "juice/glue/fuel"?
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Engineers have unlimited glue for the repair tool.
Engineers have unlimited ammopacks (only limitation in using two at once) and therefore unlimited ammunition.
Engineers have unlimited turrets.
Medics have unlimited healing juice for the medical applicator.
Medics have unlimitedly recharging group healing ability.
Jetpacks have unlimitedly recharging fuel and therefore can get pretty much anywhere over and over and over.
Is this a good thing for the game? Shouldn't these be part of a trade-off with for instance extra ammunition? Currently extra ammunition is for instance part of a trade-off with the Heavy Assault shields, which doesn't really make much sense.
Limited ammunition or limited juice/glue would result in attrition. For instance, ammopacks and turrets could cost a certain amount of "nanites" (glue) to construct, while repairs would use the same resource within a player. This would make it easier to wage war of attrition on tanks that pop in and out of view for repairs at longer distances: they couldn't keep that up indefinitely. It'd also increase the impact of the Sunderer's repair bay and any vehicle's self-repair slots. Currently there's no real need for them.
Medics currently predominantly help larger groups and larger groups of medics aren't really attrition sensitive in an infantry fight till you take them all out. Smaller teams require less reviving, so they would have a little less of a disadvantage when they can make enemy medics run out of healing and reviving power at some point.
Wouldn't it also be better for the gameplay (more strategic decisions) if certain areas weren't reachable by using the hug a building exploit by Light Assaults, simply because the jetpack can only be used as long as fuel hasn't ran out? Wouldn't this also make the drifter jetpack more important too in order to reach certain areas? Currently I see no reason to ever cert into that. I'd also see it make the infiltrator suit and Galaxy Dropship more important, since currently the Light Assault is not in good competition for that role as the Light Assault is easy to acquire and use to get anywhere high up and avoid any obstacles an infil might encounter.
There just seems to be too much convenience catering going on there.
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