Re: Measuring and rewarding team work programatically? [message #437010 is a reply to message #436910] |
Sat, 25 September 2010 20:20 |
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trooprm02
Messages: 3266 Registered: August 2005 Location: Canada
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General (3 Stars) |
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GEORGE ZIMMER wrote on Thu, 23 September 2010 21:47 |
trooprm02 wrote on Thu, 23 September 2010 18:29 |
reborn wrote on Wed, 22 September 2010 14:27 | It's not even enough of an advantage to stop a player from enjoying the game
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Well, after playing Renegade on pure servers, and experimenting the last couple on server that run the Veteran system, I can tell you ever single version of it has been overpowered. Especially "basic" stuff like HP/armour upgrades to inf/vechs, both DRAMATICALLY change gameplay (compared to stock ren), let alone a team based version
What I meant by RTS, is that its not upgrade based like CoD only because upgrades aren't kept after the round is over...but that every map will still have a tiered progression path which Renegade wasn't designed for (the idea instead being a rock paper scissors type gameplay).
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Actually, Renegade was intended to have a ton of upgrades... and rock paper scissors my ass. The basic soldier is at a huge disadvantage to other, purchasable classes. Though amongst the basic infantry, he's the best, which hardly gives off a rock paper scissors feel.
Renegade's actually been all about "upgrading" your character. Vehicle, now THOSE should not get any upgrades. They weren't intended to be like that.
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That's not always the case...sometimes a cheaper inf/vech is the best way to kill a more expensive one. About free inf, there is a rock paper scissors feel between themselves. I think you really have to understand the game dynamic before you see it the way I do (im not saying you don't know what im saying, but if you've never played in higher, competitive games, you would have never seen it yourself).
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