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Fivetimes Infinity
Immobile Infantry
1086
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Posted - 2012.09.05 00:33:00 -
[1] - Quote
I really don't like this idea. Driving a big, slow vehicle and doing nothing but drive it is incredibly boring. Anyone who played Planetside 1 knows what I'm talking about. Footing the bill for an expensive vehicle, spending all those SP on it, and not ever getting a kill for your effort except for a couple times you run someone over would be terrible. I understand that tanks are a bit too much now, but the solution isn't to make driving a tank a thankless, gloryless, boring way to play the game. |
Fivetimes Infinity
Immobile Infantry
1086
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Posted - 2012.09.05 03:59:00 -
[2] - Quote
Mobius Wyvern wrote:Well then, assign the forward mounted turret to the driver. That way you don't need a full 4 people to operate it, but the driver is still incapable of dominating a map on his lonesome.
This is still a very lazy way to approach the problem. Someone dumping millions of ISK and SP into a tank wants to get some kind of payoff. Shooting a small missile turret ain't it. The way you make tankers need to help of other players is by making tanks vulnerable to infantry if they're not supported by their own infantry. Tank drivers should feel like badasses. Everyone should feel like a badass. Making driving a tank not fun is a horrible way to approach the issue of tanks being overpowered. |
Fivetimes Infinity
Immobile Infantry
1086
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Posted - 2012.09.05 04:15:00 -
[3] - Quote
Do you really believe the average player would find tanks more enjoyable if all they could do was drive it and maybe shoot its small turret, as opposed to driving it and shooting the main gun? Do you imagine the average player does not enjoy firing powerful weapons, or that they would find driving and shooting to be too demanding?
As I said in my earlier replies, this is a terrible approach to take. There are solutions to this issue which could still allow the typical tank user to have fun driving their tank, while also making tanks less of a dominant force. The changes CCP has in mind will hit it right on the head. Slower tank speed, and stuff like EMP and webifiers for infantry to disable tanks with. That is a great approach. Keep tanks powerful and fun to use, but make tanks which go head-long into infantry without support liable to be disabled and subsequently destroyed. |
Fivetimes Infinity
Immobile Infantry
1086
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Posted - 2012.09.20 04:37:00 -
[4] - Quote
You will never sell your average gamer on the idea of spending millions of ISK and SP acquiring, fitting, and skilling into a vehicle, only to tell him that his only payoff for all that expenditure will be to move a slow, lumbering vehicle forward and backwards and turn while other people shoot guns and get kills and have a good time.
Honestly, you've all diverged into the realm of "doing it for the sake of doing it". What's the point? Is there even one anymore? Something nebulous about teamwork? All this work CCP would do, this inelegant solution that leaves nobody happy, and for essentially no reason. |
Fivetimes Infinity
Immobile Infantry
1086
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Posted - 2012.09.20 15:01:00 -
[5] - Quote
Mobius Wyvern wrote:Separating the positions increases the effectiveness of the tank while removing its ability to be a one-man super-suit. If necessary, keep it a 3-man vehicle and give the driver the front small turret. You'll never see an end to the balancing argument as long as a one-man asset is capable of fighting off 4-6 other players. Give players the ability to squad-lock their vehicles, and the owner could occupy the turret and have someone else drive him. Why should an HAV be the only vehicle with driver controlled weapons?
Is the increase in effectiveness equal to or greater than having one extra infantry guy or whatever on the field? Certainly not, unless the extra person in the tank is terrible. The aggregate power of your team would be less with the driver/gunner split.
As for it being a one-man-super-suit, that's exactly what it should be, albeit with more of a demand for combined arms. Someone dropping the amount of SP and ISK on a tank that tank drivers do should be able to reap what they sow. Making their gameplay significantly less enjoyable because of realism or a misguided approach to encouraging teamwork is a terrible idea.
HAVs are the only vehicles currently with driver weapons because the other two have very involved driving by comparison, among other reasons. Flying a dropship is easily a job in itself, and driving a LAV isn't much less demanding. Conversely, driving a slow, lumbering vehicle like a HAV places virtually no demands on the player. You are moving slowly, you are not agile. If they made that a role in the tank, the driver would be super bored the entire time. Making such an expensive vehicle be so boring to use would be a very bad idea, and would be an awful approach to take to gameplay in Dust. |
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