Jarl Kreigar
Amarr Templars Amarr Empire
2
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Posted - 2012.10.09 05:37:00 -
[1] - Quote
Let's be honest, the random spawning is awful and it has to go. They make such a big deal over not having vehicles and weapons magically appearing on the battlefield, and yet we the players just pop in by some magical means where ever on the battlefield. Is this irony? Hypocrisy? Or perhaps just lazy game design? Either way, they're not following their own rules that they're trying to establish.
Sure, random spawns seem like a great idea on paper. You get into the battle faster, you don't know where someone else will appear so you can't spawn camp. Yeah we get the idea behind it. It doesn't work. People still seem to figure out where the spawns happen and camp them. Having the opportunity to quickly return to the battle does not make up for the uncounted times I've spawned and there just happens to be two or three enemies behind me. Or spawning in and getting run over. Or spawning and getting sniped. Or the other half a dozen frustrating deaths and losses of equipment before I even managed to rejoin the battle. I can tell from this forum that I'm not the only one who is equally annoyed by this inane mechanic.
So instead of just rambling on, let's discuss solutions. I like the MCC idea, but it's unrealistic. It won't work simply because we cannot expect two MCCs to sit above the battlefield and not be trying to destroy each other while they both drop troops to the surface. We already have Skirmish for this. This rules the MCC idea out sadly.
A better idea would be to have the warbarge deploy a CRU Drop Pod onto the battlefield before the game. Just a large, solid structure with clone pods lining the inside where the players would deploy inside, preferably a hexagonal pod with two exit points which are not on opposing sides of the pod to prevent spawn campers from just sighting through the pod and picking off players. Also the pods would have to be deployed in places that limit line of sight to them. This would require some map tweaking. Turret structures might also be a good idea to be deployed beside the pods to give some measure of defense against a crowd sitting and pummeling the CRU pod. Better still would be for both teams to deploy two of these pods, each on opposing "corners" of the battlefield. Then in the middle and sides of the field would be the smaller CRUs to be captured. These would give players more of a reason to run out to the middle of the board, some objective to focus on. As of right now, turrets and supply depots are severely limited and are not being used to the full potential by the development team. They're more of an afterthought that may or may not appear on the field. I feel using these more, as well as the larger deployment pods would contribute to a better Ambush game. Better yet, completely abolish the Ambush game type and rename it Skirmish, and rename the current Skirmish to "Conquer" to better reflect the ideas behind these game types.
Well that's just my thoughts. I'm not saying I'm right by any means and it does mean more work for the modellers and texture artists. But I know they're a lazy lot anyway and need more work to occupy them ;). Despite the extra unneeded work, I do feel it would greatly enhance the game types. Right now, Ambush is simply too frustrating to be enjoyable, and fun is really what matters. |