So one of the things that has irked me for a while with Hawken is the way in which resources are handled. The game works off of an infinite ammo system tied to a regenerating resource, a UT-style dodge (only the basic dodge, no other manoeuvres) and sprint system tied to another regenerating resource, and health that can be regenerated via the repair function/technicians/orbs. Items are no better, being either cooldown based or entirely finite in prior versions of Hawken (unless this changed post-steam launch)
All of these are separate resources that can be replenished without any interaction with other players or any other portion of the map
The issue with this is that it doesn't provide any real depth or incentive to risk certain fights or anything. In Global Agenda and in ye olde Tribes while using the laser rifle, both jetpack fuel and weapon usage were tied to a single resource, meaning "fight or flight" became a game mechanic and strategic choice rather than a fear response, In Quake/UT/etc. your weapons, ammo, health and armor are tied to specific points on the map, meaning you and your opponent can and will fight over resources to stay alive, gain advantage etc. In Team Fortress (as in Quake fortress, TF Classic or Fortress Forever) and Wolfenstein: Enemy territory, you were given weapons/ammo/health etc right off the bat, but replenishing them required specific positions or teammate intervention, meaning you either needed coordination or map control. Said teammates also did not have infinite resources either (with some minor exceptions like static Dispensers)
In these games ammo, health, armor etc are not only resources the player must manage, but also incentives to go to certain locations or team up with certain people. In Hawken you're just given all of those and you have the power to just get more. This not only leads to an easier game with far less depth, but also removes alternate victory conditions. In Quake I can, as the losing player, steal red armor or knock off just enough of my opponent's health to force them to divert and grab other resources. I can then push that advantage and attempt to gain more map control, so that the next big fight we have will involve a hefty resource bonus on my side. In TFC/FF my goal in a CTF match is not to fight my opponent, but to merely stop them from taking my flag or removing my team's defenses, and to make sure my team can take their flag. An enemy that gets away with very little health and is out of the next fight is as good as a ded enemy, since he'll use up team resources (ammo/health pickups, throwable medpacks) and we still get a 1 man advantage.
You also have the movement part of the equation. Hawken currently sits between the Arena Shooter standard movement no-resource style (UT is based off of a short cooldown, Quake/Warsow/Xonotic/Reflex/etc lets you do what you want. FortressForever/W:ET/etc have bunnyhop as well as a result of being derived from Quake's tech) and the trade-off style (GA's energy/Tribes' laser rifle, rocket/nade/disc jumps taking health and ammo, etc) while doing nothing better than either system. You neither have the ease and freedom of movement that proper Arena Shooters offered, nor do you have the strategic decision making of having a multi-purpose resource pool
Potential solutions:
Combine Heat and Fuel in some way
This could either be a resource like GA's energy, or give fuel a role that isn't just movement (running your mech during overheat, fueling your repair drone)
Create another form of conflict around the resources Hawken has (the incinerator already exists, just make it so it isn't the only thing dealing with heat and maybe split its jobs amongst 2 or more mechs. IE one mech takes heat from allies, one mech causes enemies to overheat, maybe even split that into different distribution methods (AOE, single shot, heat flak/mg/single projectile etc.)
Cut out or severely reduce regen, and tie regeneration of resources to classes with limited resources/map positions
Note that any or all of these solutions could be used in tandem.
Edit: Aw yeah, devil's topic
Edited by Beemann, 03 April 2015 - 03:42 PM.