T:V is going to rock, and I really liked the sound of packs having two functions, the passive and the active. But I've got a creeping skepticism about a potential pitfall of this new pack framework.
Let me first state my understanding of the new pack framework, so that I can be shot down right away if I'm wrong. Packs have two modes, passive and active. Passive is a benefit you always get no matter what just for wearing the pack. Active is a "burst" effect which can be triggered as a one-shot use when the pack energy is full, and will expend all pack energy.
So "active" is a bit of a misnomer. Sensor jammer in classic has passive and active. The new model seems to be a passive plus a one-shot use that recharges.
I'm worried about the learning curve or room for skill in such a framework.
Clearly, it takes zero skill to make use of the passive mode. The active mode seems to be of pretty limited flexibility as well, because the most frequently you can make decisions concerning the use of the pack is once per full-charge time.
The energy pack is exempt from this argument, as it powers your jets which are a central skill in the game. So take for example the repair pack, since it was described to us. Forget repairing the gens, lets say you're using the repair pack in a fight to repair yourself.. camping the enemy base with it, or being a repair whore dueler.
In T2 you were helpless and grounded when repairing, and a player had to learn to recognize and create opportunities to repair. A skilled player will find more chances to repair, and a newb will get owned trying to repair at the wrong time.
With the described T:V repair pack, Johnny Newb is going to get just as much health back over time as a hardcore vet. Sure the vet may live longer or run away better, but the strategy of the repair pack seems much more shallow. At best, you can shape your play around the fact that you're getting the passive benefit.
If you dismiss the repair pack example, let's try to design a shield pack into the "passive + one-shot" framework.
Passive mode is probably going to be a damage reduction.
Active (aka one-shot) mode would be, what? x seconds of invulnerability?
Let's just say it's 3 seconds, and that the recharge takes 15 seconds.
Now, you can only CHOOSE to activate the pack at most once every 15 seconds. Once you make a choice to use the pack, you cannot make another one until it recharges 15 seconds later.
The T2 shield pack had you choosing every moment. It was important to have it on at the right times, and off at the right times. On for damage, off for recharge. There was a theoretical optimal use of the shield pack that players would approach slowly as they went up the learning curve.
In the T:V model, that optimal use seems much easier to achieve, since the skill is shallower.
I think a model that has more room for skill is a model like the cloak pack. It has a modest passive feature (inivis to pulse sensors just for wearing it) and a more important active feature (inivis to the eye).
An active mode that spends energy over time instead of in one burst, but allows the pack to recharge when off seems like a more skill-based model to me. Energy management is a big part of tribes, and the new model seems to dumb it down.
But I can't wait for Q404 since I know they're going to nail this game.
-ricefrog
Let me first state my understanding of the new pack framework, so that I can be shot down right away if I'm wrong. Packs have two modes, passive and active. Passive is a benefit you always get no matter what just for wearing the pack. Active is a "burst" effect which can be triggered as a one-shot use when the pack energy is full, and will expend all pack energy.
So "active" is a bit of a misnomer. Sensor jammer in classic has passive and active. The new model seems to be a passive plus a one-shot use that recharges.
I'm worried about the learning curve or room for skill in such a framework.
Clearly, it takes zero skill to make use of the passive mode. The active mode seems to be of pretty limited flexibility as well, because the most frequently you can make decisions concerning the use of the pack is once per full-charge time.
The energy pack is exempt from this argument, as it powers your jets which are a central skill in the game. So take for example the repair pack, since it was described to us. Forget repairing the gens, lets say you're using the repair pack in a fight to repair yourself.. camping the enemy base with it, or being a repair whore dueler.
In T2 you were helpless and grounded when repairing, and a player had to learn to recognize and create opportunities to repair. A skilled player will find more chances to repair, and a newb will get owned trying to repair at the wrong time.
With the described T:V repair pack, Johnny Newb is going to get just as much health back over time as a hardcore vet. Sure the vet may live longer or run away better, but the strategy of the repair pack seems much more shallow. At best, you can shape your play around the fact that you're getting the passive benefit.
If you dismiss the repair pack example, let's try to design a shield pack into the "passive + one-shot" framework.
Passive mode is probably going to be a damage reduction.
Active (aka one-shot) mode would be, what? x seconds of invulnerability?
Let's just say it's 3 seconds, and that the recharge takes 15 seconds.
Now, you can only CHOOSE to activate the pack at most once every 15 seconds. Once you make a choice to use the pack, you cannot make another one until it recharges 15 seconds later.
The T2 shield pack had you choosing every moment. It was important to have it on at the right times, and off at the right times. On for damage, off for recharge. There was a theoretical optimal use of the shield pack that players would approach slowly as they went up the learning curve.
In the T:V model, that optimal use seems much easier to achieve, since the skill is shallower.
I think a model that has more room for skill is a model like the cloak pack. It has a modest passive feature (inivis to pulse sensors just for wearing it) and a more important active feature (inivis to the eye).
An active mode that spends energy over time instead of in one burst, but allows the pack to recharge when off seems like a more skill-based model to me. Energy management is a big part of tribes, and the new model seems to dumb it down.
But I can't wait for Q404 since I know they're going to nail this game.
-ricefrog