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Jonquill Caronite
Tronhadar Free Guard Minmatar Republic
115
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Posted - 2012.11.26 14:01:00 -
[1] - Quote
R F Gyro wrote:EnglishSnake wrote:TBH it really shouldnt happen unless its a badly fitted tank
2 builds ago it took a little thing called TEAMWORK and at least some serious investment in AV, now its the opposite See, I think the problem is that while it should take a lot of teamwork to defeat a tank (I agree 100% on this btw) it doesn't currently require any teamwork to drive one. The most scare resource in Dust warfare isn't ISK or Aurum or skill points; it is players. The game should be balanced around that, not around ISK. Who gives a stuff if your tank is more expensive than my dropsuit; the constraint is the players, not the ISK. Trying to balance using ISK has failed dramatically in Eve (Titan blobs anyone?) and I strongly suspect it will do so in Dust. The solution seems simple to me (but I know I'll just get shouted down by the community): balance around a 3 player tank team fighting a 3 player AV team, assuming equal ISK on both sides. Reds have a 1.2 million ISK tank fit that requires a driver, a gunner and a commander (driver can't fire the main gun, both driver and gunner have limited field of view, commander has good visibility and an anti-infantry HMG). Blues have 3 x 400K AV dropsuits. That should be an even battle and player skill would be the decider.
You know what, I actually agree 100%, and this is coming from a dedicated Tank Driver, if this is how they recreated and balanced tanks, then they would be practical, and for that matter, they would 'require' a proper tank crew which would make them totally worth making the instruments of destruction they used to be. Basically its an awesome way to recreate the old tanks, which players used to call OP, but with such a cost and such limitations that they actually make sense in spite of being as powerful as they are. In short they will be REAL tanks, and AT players will hopefully get more satisfaction from facing them, even if they do die a couple times even in teams before rolling one.
This is a team based game, and although I hope 64 v 64 will be standard eventually, right now your absolutely right that the limitation is players. But further, making tanks operate like this, and adding more installations would make both infantry and vehicles equally as important, and it would allow CCP to get rid of the vehicle cap too. After all there would be no need if infantry was essential, and you couldn't risk offloading your tank crew as infantry to capture a point since each member was essential to the function of the vehicle. Basically it would force tanks to be tanks, and not APC's and it would force infantry back into their real role, encourage teamwork on both sides, and add the level of epicness back to the game.
I admit, it would suck having to rely on others to use my pretty new toy... Further it would deter a lot of people from even bothering with tanks to begin with, but THIS IS a FPS so that's perfectly fine. It all makes sense... Brilliant suggestion, even though I've seen it before, your description of balancing based on players made it click, and I think you should re post this suggestion in another thread, you have my full endorsement, and with a little though I think all of us looking to see this turn into a real teamwork game with awesome RTS elements will see the value in this suggestion even if it makes a lot of the other HAV pilots whine. |