Zoolooman
04-28-2004, 01:49 AM
For the hell of it, I'm posting some stuff I feel is supoptimal with T:V's design. I'll remain optimistic in tone, but these are the design decisions I personally disagree with, though I can see why they might be justified:
Lack of Repair Kits:
I love the repair kit. It's a tiny dose of health in the field.
In T:V, there are no repair kit (as of this moment). Instead, (compared to T1 and T2) the health that would be restored by the kit is already added onto the end of your full health bar.
The justifications in the current design are many and easy to create:
The repair kit competes with the repair deployable and repair pack. It's a redundant item.
The repair kit is an excess keybind that can be removed.
The repair kit causes feedback loops that can be considered bad. Newbies get slaughtered (never having used their kits), or newly spawned people in bases get insta-killed by HO mortars and their bodies are harvested for kits. In certain situations, this can artificially inflate the life of the offensive player. Since some T:V changes have "weakened" defense, the offense can be partially counterbalanced by removing the possiblity of these feedback loops.
The repair kit is redundant. After all, the health COULD just be on your health bar. Why should it be on a keybind that you might forget to press?
The reasons for it's inclusion are as follows:
The repair kit can be considered supplementary to other repair methods. In the old games, even though it was a small effect, you could toss repair kits to HoFs or other defensive players, including the flag carrier. This was a cheap repair trick that didn't need any of the other items.
The repair kit's feedback loops are needed to make the offense better. Plus, in gametypes like Arena, they award people for kills that were instant or near-instant, by giving them a spot of health to harvest.
It was in T1 and T2, and people are familiar with the concept and enjoy it.
These problems can yet be answered case by case in T:V's design:
The repair kit is still redundant to the other repair methods. After all, the new repair pack and repair deployable are far more efficient ways of repairing players.
The feedback loops can be bad, if it's newbie versus vet. The newbie feels terrible because he doesn't know why the other player keeps regenerating health, while he gets killed easily. It's frustrating. This conclusion is backed by focus group testing. The repair kit is not friendly.
T:V is not T1 or T2.
I maintain it should be included because I believe tossing it to other players who need the health is a VERY important trick. Nevertheless, it is a MINOR trick, and ultimately, it can be argued the repair kit is redundant.
I want the repair kit back anways. It was a part of vintage Tribes, and especially important to arena gameplay, where picking them up off spawn areas and dead players could help you AND encourage offensive play.
The packs can't be activated temporarily. Currently, activating a pack fully drains the pack charge:
This one I'm torn about. On one hand, it's obviously a loss of skill when you can't control your pack's discharge. On the other hand, it makes packs more powerful when you can control your pack's discharge. The packs are already super powerful, so the change could make them too powerful.
Example:
The new shield pack (currently) lasts for 5 seconds, recharges in about 8 seconds.
Wearing the shield pack protects you from about one quarter of the damage you would normally take. The active effect protects you from about three quarters of the damage you would normally take.
Now, one the one hand, this pack is FAR more powerful than the T1 and T2 packs. This is because you can still jump-jet while taking only a QUARTER damage from weapons. That's insane protection.
Yet, it's for five seconds, and then you have to wait for it to reload. It seems balanced, because this super protection then drops down to mediocre protection for a period of time. There is skill in activating the ability when you need it most. Then you must weather the storm until the pack is ready again.
On the other hand though, if you can turn the activation ability on and off, then you can use the protection only when you need it most. It adds skill to pack management.
But there might a real problem. A skilled player can EASILY activate the charge in short bursts, rejecting the damage from discs and mortars, then instantly turning off the pack to save charge.
If you were attempting to shoot at such a player, burning through his shield pack energy would be simply impossible without an incredible hailstorm of firepower. This is especially true because HE CAN STILL JUMP JET.
When you allow a person to turn the packs on and off, the packs become very powerful. Therefore, while I want them to give us the ability to turn the packs on and off rather than blow the pack charge, I also recognize that this would make the packs super-ultra-powerful.
So in the end, the new change is for the better, even if it is - sadly - simplified. :/ I wonder if cutting back the charge quantity might make the toggleable packs viable. Hrmm...
Lack of Repair Kits:
I love the repair kit. It's a tiny dose of health in the field.
In T:V, there are no repair kit (as of this moment). Instead, (compared to T1 and T2) the health that would be restored by the kit is already added onto the end of your full health bar.
The justifications in the current design are many and easy to create:
The repair kit competes with the repair deployable and repair pack. It's a redundant item.
The repair kit is an excess keybind that can be removed.
The repair kit causes feedback loops that can be considered bad. Newbies get slaughtered (never having used their kits), or newly spawned people in bases get insta-killed by HO mortars and their bodies are harvested for kits. In certain situations, this can artificially inflate the life of the offensive player. Since some T:V changes have "weakened" defense, the offense can be partially counterbalanced by removing the possiblity of these feedback loops.
The repair kit is redundant. After all, the health COULD just be on your health bar. Why should it be on a keybind that you might forget to press?
The reasons for it's inclusion are as follows:
The repair kit can be considered supplementary to other repair methods. In the old games, even though it was a small effect, you could toss repair kits to HoFs or other defensive players, including the flag carrier. This was a cheap repair trick that didn't need any of the other items.
The repair kit's feedback loops are needed to make the offense better. Plus, in gametypes like Arena, they award people for kills that were instant or near-instant, by giving them a spot of health to harvest.
It was in T1 and T2, and people are familiar with the concept and enjoy it.
These problems can yet be answered case by case in T:V's design:
The repair kit is still redundant to the other repair methods. After all, the new repair pack and repair deployable are far more efficient ways of repairing players.
The feedback loops can be bad, if it's newbie versus vet. The newbie feels terrible because he doesn't know why the other player keeps regenerating health, while he gets killed easily. It's frustrating. This conclusion is backed by focus group testing. The repair kit is not friendly.
T:V is not T1 or T2.
I maintain it should be included because I believe tossing it to other players who need the health is a VERY important trick. Nevertheless, it is a MINOR trick, and ultimately, it can be argued the repair kit is redundant.
I want the repair kit back anways. It was a part of vintage Tribes, and especially important to arena gameplay, where picking them up off spawn areas and dead players could help you AND encourage offensive play.
The packs can't be activated temporarily. Currently, activating a pack fully drains the pack charge:
This one I'm torn about. On one hand, it's obviously a loss of skill when you can't control your pack's discharge. On the other hand, it makes packs more powerful when you can control your pack's discharge. The packs are already super powerful, so the change could make them too powerful.
Example:
The new shield pack (currently) lasts for 5 seconds, recharges in about 8 seconds.
Wearing the shield pack protects you from about one quarter of the damage you would normally take. The active effect protects you from about three quarters of the damage you would normally take.
Now, one the one hand, this pack is FAR more powerful than the T1 and T2 packs. This is because you can still jump-jet while taking only a QUARTER damage from weapons. That's insane protection.
Yet, it's for five seconds, and then you have to wait for it to reload. It seems balanced, because this super protection then drops down to mediocre protection for a period of time. There is skill in activating the ability when you need it most. Then you must weather the storm until the pack is ready again.
On the other hand though, if you can turn the activation ability on and off, then you can use the protection only when you need it most. It adds skill to pack management.
But there might a real problem. A skilled player can EASILY activate the charge in short bursts, rejecting the damage from discs and mortars, then instantly turning off the pack to save charge.
If you were attempting to shoot at such a player, burning through his shield pack energy would be simply impossible without an incredible hailstorm of firepower. This is especially true because HE CAN STILL JUMP JET.
When you allow a person to turn the packs on and off, the packs become very powerful. Therefore, while I want them to give us the ability to turn the packs on and off rather than blow the pack charge, I also recognize that this would make the packs super-ultra-powerful.
So in the end, the new change is for the better, even if it is - sadly - simplified. :/ I wonder if cutting back the charge quantity might make the toggleable packs viable. Hrmm...