Originally Posted by Rbstr
Because it's part of the link to the next place so you have to to take it or find a new lattice.
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That's not a good enough reason, in fact, it's a rather arbitrary reason. Especially in relation to The Pit, which has always been there. You can't retroactively argue that this type of crap base exists to be just a stepping stone for vehicles, especially when it is not designed for that purpose and the whole impact vehicles have is not just minimal, boring, pointless and superfluous, but mainly just a source of frustration.
Just because you can spawn infantry there doesn't mean you should or have to. The primary fight over the base does not have to be in the base. If the field is won then some people hop out of a tank or whatever and take the point. While vehicles make sure the point stays secure.
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You really need to rethink what a spawnpoint communicates to a player: Optional start point that provides one way of doing something. Game suggests you can do something there, so it has to be possible to do something there. Next to that, the game's vision as stated by the devs suggest you should be able to play the way you want to, which means you should have multiple valid options.
Being forced to abandone and retreat while the spawn is camped throughout isn't a logical default, it's bad design and it's very detrimental to the game.
Why does there need to be a focus on acquisition at the base? Maybe you need to have people think about it and spawn back to bring vehicles in instead of sticking with the inferior infantry-defense. Is that not a tactical decision?
Things don't need to be designed to be mind-numbingly obvious, so as to remove any true decision-making or learning opportunity.
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Removing yourself from a fight to be forced to go through logistics that make you be TOO LATE to do anything about the fight you just left sounds very smart tactically and strategically.
Oh wait, no, it doesn't.
[quote]This doesn't even make sense. Bringing the right equipment to the game is part of competition.[/qupte]
Bring it, blow up, sit on a timer. Spawn as infantry, oh wait, not supposed to.
Good design. No really.
Spawning infantry at a base easily taken by armor is bringing a hockey stick to a baseball game. You can try but it's not very smart.
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Nor is being dependent on bringing armour over large distances and invoking constant long distance attrition on the DEFENDER side.
Vehicles and vehicular combat are obviously a key component of the game.
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Irrelevant commentary. It's key for approaching a base, it doesn't need to be key to holding a base.
It's not often when I read such a load of nonsense in one go.
If you want the kind of bases and capture reasons and gameplay you describe, you'll need completely different infrastructure. You simply don't want to acknowledge that what is there is crap and I really do wonder why.