Reloading Items
#1
Posted October 31 2012 - 08:19 AM
Should this be changed to allow for reloading either through an inventory system or ammo drops from kills_
Obvious restrictions would be in place, for example, you cannot deploy more than one turret, and you cannot restock a turret until yours dies. etc etc...
I find myself using my items, then living for a looooooooooong time, and not having any more items. I think it would be nice to be able to go back to base in say, siege or missile modes, to restock my items.
Or perhaps an ingame credit system where you can spend credits to purchase more items after you've used them up_
There would be no increase in total items per moment of time, but it would allow people to use items more often w/o having to die to get more.
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#2
Posted October 31 2012 - 08:28 AM
Otherwise, keep things as they are.
Edited by DarkPulse, October 31 2012 - 08:42 AM.
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
It's what we call "The Inversion Impulse."
#3
Posted October 31 2012 - 08:38 AM
#4
Posted October 31 2012 - 08:47 AM
Currency_ I don't think that should be included since we already rely on two types. We're not a MOBA. Unless I was fighting gigantic mechanical Sorakas or something, I'd rather not need to rely on GOOOOLD of any sort.
#5
Posted October 31 2012 - 08:54 AM
Edited by HugeGuts, October 31 2012 - 08:57 AM.
#6
Posted October 31 2012 - 09:30 AM
I wouldn't mind being able to cash in kill streaks or a large sum of assists to respawn one use of a single item during a given life.
The high price of Pink and Black.
#7
Posted October 31 2012 - 10:05 AM
1. If one team is dominating the other then reloading gives them more advantage while the current system allows a team that is dying a lot access to fresh items.
2. Items are pretty powerful and should be used wisely. If they're easy to go reload on then I would also vote that they become less powerful.
There may be more reasons but I really think the current system is best with the way the items are balanced.
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#8
Posted October 31 2012 - 12:16 PM
BeefC4ke, on October 31 2012 - 10:05 AM, said:
This. If there is someone on the losing team that knows how to take advantage of their items he can go and turn the odds of the game.
#9
Posted November 01 2012 - 01:48 AM
Might also consider that equipping items to a mech is not free and will widen the gap between newbs and seasoned players/vets during a game (it's never good to scare away newbs... but it's ok to scare away n00bs : )).
also what beef said 1+
Edited by Arcana13, November 01 2012 - 01:49 AM.
#10
Posted November 01 2012 - 12:12 PM
DarkPulse, on October 31 2012 - 08:28 AM, said:
Otherwise, keep things as they are.
- make the garage spots "immune" to traps setting .
Edited by WAVER, November 01 2012 - 12:12 PM.
#11
Posted November 01 2012 - 11:53 PM
#12
Posted November 02 2012 - 02:02 PM
#13
Posted November 02 2012 - 02:36 PM
.
"The difference between theory and practice is smaller in theory than it is in practice"
#14
Posted November 02 2012 - 08:48 PM
The only time I regularly run out of items is in pure Deathmatch, because everyone is out to get me.
I view items as being a sort of "ace up my sleeve". They're used to get me out of sticky situations or give me a overwhelming edge to quickly even the odds.
If I use them up and keep on going for a while_ That just means I've got to be more careful, because I no longer have any little tricks to give me an advantage.
And I like that sort of test of skill.
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'
#15
Posted November 03 2012 - 03:37 AM
After playing some matches and getting a better feel for the game you start to develop a sense of discipline on when to use the equipment at the right opportunity. AsianJoyKiller is right on how resource management can be a test of skill for a pilot, especially when using up your items .
"God is not on the side of battalions, but on the side that shoots best"
#16
Posted November 03 2012 - 03:00 PM
#17
Posted November 03 2012 - 03:34 PM
"God is not on the side of battalions, but on the side that shoots best"
#18
Posted November 03 2012 - 04:13 PM
Whenever a single life draws on, however, I find myself wondering if I should play much more carelessly, take more risks, or even run into a losing engagement in order to resupply in light of any downed equipment, allowing me to later redeploy equipment in more appropriate places on the map.
On the one hand, the added ability to resupply equipment during a match is a useful one as it removes this motivation to search out pointless engagements for the sake of more equipment, but on the other hand this promotes a type of play style that seems at odds with the less "high strategy" and more action based gameplay encouraged within the game.
Knowing that equipment is limited encourages one to be analytical about ideal placement and to learn something about each map. This supply and demand affords each piece of equipment more weight and importance throughout a spawn. Ultimately, my experience tells me that the current equipment allocation system is functional and promotes more interesting play styles than the alternative.
Edited by Roundlay, November 04 2012 - 05:23 AM.
#19
Posted November 04 2012 - 01:04 PM
If the other team is just so bad as to get dominated, allowing the winning side to replenish items isn't really going to matter. They'll win anyway. So I wouldn't worry about this ability causing an imbalance. On the other hand, I've been on the side getting wrecked, but, I was still staying alive myself long term. I was the only one in the match staying alive, from either team. So the ability for me to replenish items could have actually balanced it out more. For every time you can say it'll make the match imbalanced, you can come up with another way that it would re-balance it.
What I meant with ingame "currency" is not related to XP or MP. It would be similar to MWLL where you earn credits ingame to spend on items in a single match. It's nothing permanent. You lose all the credits when the match ends.
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#20
Posted November 04 2012 - 04:30 PM
RedVan, on November 04 2012 - 01:04 PM, said:
If the other team is just so bad as to get dominated, allowing the winning side to replenish items isn't really going to matter. They'll win anyway. So I wouldn't worry about this ability causing an imbalance. On the other hand, I've been on the side getting wrecked, but, I was still staying alive myself long term. I was the only one in the match staying alive, from either team. So the ability for me to replenish items could have actually balanced it out more. For every time you can say it'll make the match imbalanced, you can come up with another way that it would re-balance it.
What I meant with ingame "currency" is not related to XP or MP. It would be similar to MWLL where you earn credits ingame to spend on items in a single match. It's nothing permanent. You lose all the credits when the match ends.
Also, Tribes: Ascend has a similar currency mechanics.
Getting kills or performing certain actions awards credits. Credits can be used on calldowns like a resupply station.
Thing is, I think items would have to be pretty pricey to balance things out.
I mean, otherwise, I could just get a few kills and buy a new healing orb whenever I needed one. Or I'd just spam the fuzz out of EMPs and HEs.
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'
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