Forged Alliance Forever Forums
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Lionhardt wrote:I think it's interesting for contested exp wrecks. Your opponent has already sucked on that wreck for a while and you have no idea how much mass is left thus no idea wheter it's still worth fighting for.
Mycen wrote:I don't know.
You already can see how much mass is left in a wreck from the bar that displays when you start reclaiming. You just have to get an engineer there first. I don't see any reason why you would or should have access to that information remotely.
errorblankfield wrote:Disagree with you there lionhardt, changing the game is an argument against it. And before I explain why, let me reiterate that I like the idea but realize it's a change and therefore shouldn't be forced merely cause I (and others) like it.
Anyway, having this intel for free (not rolling an engy up to the wreck) obviously yields a minor advantage for everyone. If we had a situation with a wreck equally spaced between two opposing teams, then this is fair. Both teams get the same info and have an equal chance to act on that information. I'd even extend this rationale for moderately 'middle-ish' for wrecks that aren't clearly under one sides territory.
But as soon as a wreck falls under someones apparent control, this mod isn't fair anymore and impacts the game due to this imbalance. You now have more information when the wreck isn't yours to control than you did before. While you aren't going to get the mass yourself, you can watch your opponent drain it as they please. Maybe they are going to suck it down ASAP or they are going to slowly sap away from it.
Sure scouting gives a decent idea of how quickly it's being sucked up but that's intel you can deny if you so choose. (Radar is counted by just keeping engies there not reclaiming, planes with AA, generally pausing and taking mass as needed is hard enough to keep track of.)
To give a hard number removes a lot of meta. You don't have to worry what's happened to the wreck if you can't see it -get vision and then you know how much mass was taken while you didn't have it -or-it's gone to 100% has been used (duh).
You don't have to roll an engy to a wreck to see if it's worth anything anymore. That time cost is a real part of the game, we can't just cut it out cause it's convenient.
Yea, it's a lot of stupid almost tedious upkeep with wrecks that only really matter for the experimentals, but they define the game we know and love.
If this is done, it has to be implemented globally for balance and at the same time, it shouldn't be because it dumbs down a lot of game play. Smoother and arguably more intuitive, but dumber and more streamlined regardless. (Moreover, for those of us that don't want it clogging up UI, it needs be optional -yet balance implications force people to use it against their will as well.)
And at the end of the day, that's a direction I don't want the game to go in. Love the idea, but we shouldn't do it. :S
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