Post by quicklite on Apr 29, 2013 9:30:48 GMT -5
How many modules does it take before a tank becomes a template?
...Sorry about that, I couldn't resist >_>
But the point still stands. When I first joined grid, I only liked a few of the tanks. Now, more and more have grown on me as I realized their potentials and gameplay styles until I loved them all. They all have their own, unique qualities which I can appreciate, and I now switch between them all regularly, just for fun. But soon, there will be modules. Which is, by all means, a good thing. Customize these classes, change the way they work, tweak them to your liking. But how far can you go? I know many people have said 'Well, for every buff, you nerf something else, and then you have balance!'. And I agree with that. But I'm starting to be concerned for the original classes, the tanks we know now. Once the modules start piling up, we'll see less and less of these tanks. Put 2 lightning guns and another shield layer on a corsair, and it stops feeling like a corsair. Give a hurricane an avenger-grade turret and 2 rocket turrets, and it stops feeling like a hurricane. Give a trailblazer anything capable of killing stuff, and it stops feeling like a trailblazer. There still is a tank, and by all means a cool tank, but not the old tank. Not the tank that we all know now. So then what will happen to the tanks? Well, instead of being known as tanks, they'll be known as, well, templates. Instead of being thought of as a certain play style, tanks will be known for the nerf-free gear they start off with. Fury? Free two-layer shield and 4 nice starting laser guns. Trailblazer? A fast, indetecable thing, great for arming to the teeth and still retaining some movement. Hercules? Well, it has got good health, give it a good shield and a few extra laser guns, and you have a slow-but-deadly BFG.
But you don't have a Hercules anymore.
Of course, if this is what you want, or if this is okay with you, and by all means go on ahead, because this would work in a way, and be kinda cool in a way. But if you want to keep the integrity of the classes themselves, then I have two obvious solutions:
1) Restrictions. This is the most simple one. Allow some tanks to have more/less stuff than others, so that the limit of modules can't be pushed to break the main purpouses of the tank.
2) Tank-specific gear. This is honestly the solution I prefer. Allow people to add as much of modules A, B, and C to tank X as they want, but ban modules H, I, and J completely. That way, you can allow people to keep (most of) their freedom without changing the main DNA of the tank. The trailblazer will still be a scout with no offensive weapons, the hornet will still be the glass-cannonish sniper, the corsair will still be the priest-with-riot shield and limited targeting capabilities.
And I'm done. What do you guys think?
...Sorry about that, I couldn't resist >_>
But the point still stands. When I first joined grid, I only liked a few of the tanks. Now, more and more have grown on me as I realized their potentials and gameplay styles until I loved them all. They all have their own, unique qualities which I can appreciate, and I now switch between them all regularly, just for fun. But soon, there will be modules. Which is, by all means, a good thing. Customize these classes, change the way they work, tweak them to your liking. But how far can you go? I know many people have said 'Well, for every buff, you nerf something else, and then you have balance!'. And I agree with that. But I'm starting to be concerned for the original classes, the tanks we know now. Once the modules start piling up, we'll see less and less of these tanks. Put 2 lightning guns and another shield layer on a corsair, and it stops feeling like a corsair. Give a hurricane an avenger-grade turret and 2 rocket turrets, and it stops feeling like a hurricane. Give a trailblazer anything capable of killing stuff, and it stops feeling like a trailblazer. There still is a tank, and by all means a cool tank, but not the old tank. Not the tank that we all know now. So then what will happen to the tanks? Well, instead of being known as tanks, they'll be known as, well, templates. Instead of being thought of as a certain play style, tanks will be known for the nerf-free gear they start off with. Fury? Free two-layer shield and 4 nice starting laser guns. Trailblazer? A fast, indetecable thing, great for arming to the teeth and still retaining some movement. Hercules? Well, it has got good health, give it a good shield and a few extra laser guns, and you have a slow-but-deadly BFG.
But you don't have a Hercules anymore.
Of course, if this is what you want, or if this is okay with you, and by all means go on ahead, because this would work in a way, and be kinda cool in a way. But if you want to keep the integrity of the classes themselves, then I have two obvious solutions:
1) Restrictions. This is the most simple one. Allow some tanks to have more/less stuff than others, so that the limit of modules can't be pushed to break the main purpouses of the tank.
2) Tank-specific gear. This is honestly the solution I prefer. Allow people to add as much of modules A, B, and C to tank X as they want, but ban modules H, I, and J completely. That way, you can allow people to keep (most of) their freedom without changing the main DNA of the tank. The trailblazer will still be a scout with no offensive weapons, the hornet will still be the glass-cannonish sniper, the corsair will still be the priest-with-riot shield and limited targeting capabilities.
And I'm done. What do you guys think?