Originally Posted by Rbstr
Some of these things aren't "inconsistencies"
Why wouldn't a generator that powers a facility blow up more violently than a single vehicle?
Ammo packs aren't consumables, they spawn just like the turret and are, in fact, an alternate fire mode for the turret deploy. Having it show up in the consumables slot, though, is inconsistent. (Of course, I would like it to be throw-able)
or "obscure"
If you want blowing up a generator to be an objective to fight over, you can't have it just explode when some infantry pile a bunch of C4 on it. That intention is not obfuscated in the least.
Nor is it inconsistent, as every generator behaves the same way.
Mines and C4 - which are traps - should have indicators like nades? Again, not obscure or inconsistent. They are persistent and exist in a different slot and are not "quick throw-able"
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I'm talking about what is consistent from a design PoV, not trying to argue realism. Perhaps a generator would be a bigger explosion than a tank, perhaps it wouldn't - it's really impossible to say.
What we can say for sure is that a lot of players don't expect generators to explode hugely and kill them - and since vehicle explosions are much smaller, they may be expecting something along those lines.
Clearly we agree that the way ammo packs work currently is inconsistent, so I'm not sure why you're mentioning it
The fact that generators need you to go up and press E is (somewhat) obscure, and is not consistent with the mechanics for destroying other objects. New players see a generator and shoot at it, because that's the obvious thing to do. They get repair tools out when they see it overloading, because that's the obvious thing to do.
That's because to destroy other things (like vehicles and turrets) you do shoot them, and when you see them burning that does mean they need repair.
That's what I mean by design consistency - if the design is consistent then learning one part of the game teaches you the rest. If the design is inconsistent then you have to learn each individual mechanic separately, which is frustrating and takes longer.
I understand why generators work the way they do - there are good design reasons for it - but it is both inconsistent and obscure. Finding a solution that meets those same design goals but which is also consistent and obvious would be preferable - that's why I suggest replacing the generators with hackable consoles: basically the same as the current mechanic, but more intuitive.