R. Fruit,
Think about it (the game design) this way. Tribes 2 mapped just about every key on the keyboard. Even you might admit that is a lot to remember. That's an indication of how overly complex the game was.
One of our goals was to adjust that complexity down to less than half the keyboard but remove as little as possible in doing that.
Now you're going to have to make a leap of faith when I tell you that this is important. That it doesn't matter to hard core players like you, but it does matter to average players. Don't argue that, just accept it for this discussion. If you argue that one point I'll have the pope ban you from life. So, just for this discussion you're going to agree that less complexity is a good thing, particularly when you can achieve it without feature loss.
So we have to cut back a bit, and our unit of measure is going to be the keyboard. That means we have to get keyboard usage down. How do you do that? You start by simplifying what you can. You make similar systems share functionality. You adjust anything mildly redundant. When you've done all that you cut anything you think sucks. Finally, you start looking for features which aren't needed.
When you find something that you think might not be needed, a feature you might want to cut, and it's using a key, that just adds a bit more weight to the cut it decision. It's not enough to make the decision alone (that's important) but it helps.
Thus the repair pack has lost its life, at least for now.
Think about it (the game design) this way. Tribes 2 mapped just about every key on the keyboard. Even you might admit that is a lot to remember. That's an indication of how overly complex the game was.
One of our goals was to adjust that complexity down to less than half the keyboard but remove as little as possible in doing that.
Now you're going to have to make a leap of faith when I tell you that this is important. That it doesn't matter to hard core players like you, but it does matter to average players. Don't argue that, just accept it for this discussion. If you argue that one point I'll have the pope ban you from life. So, just for this discussion you're going to agree that less complexity is a good thing, particularly when you can achieve it without feature loss.
So we have to cut back a bit, and our unit of measure is going to be the keyboard. That means we have to get keyboard usage down. How do you do that? You start by simplifying what you can. You make similar systems share functionality. You adjust anything mildly redundant. When you've done all that you cut anything you think sucks. Finally, you start looking for features which aren't needed.
When you find something that you think might not be needed, a feature you might want to cut, and it's using a key, that just adds a bit more weight to the cut it decision. It's not enough to make the decision alone (that's important) but it helps.
Thus the repair pack has lost its life, at least for now.