Redvan
Private Tester
Continuing on from my proposition in the splash thread, here is a more in depth look at increasing maneuverability:
How should an increase in maneuverability be done? Either increase it for all classes, or add "player cores". An increase for all classes is pretty self explanatory, so, I'll leave it at that.
Player Cores: If a "Player Core" system is introduced, you could have cores such as OD, Maneuverability, and Health... Essentially, player cores enhance a specific aspect of the player, deployables would not use a core slot, rather, a backpack slot. But that's for another discussion another time.
OD Core: Gives the ability to use OD. Cappers would benefit the most from this as they can run either OD routes, or routes that require no OD, but still have the option if they go missed/need to improvise. HoF will also benefit from this core for known reasons.
Maneuverability Core: If chosen, player will have increased maneuverability. This does NOT increase energy (increasing energy does as little to increase maneuverability as filling your car's gas tank to full and expecting to make quicker turns as a result). Essentially, players will be able to accelerate faster in all directions, thus, somewhat of a dodge if you will.
LO and LD will benefit the most having the ability to quickly move away from incoming fire.
Health Core: Gives an increase in health. Same maneuverability and energy as we know in current version, but no OD, and slightly more health. Players that want to tank for whatever reason would like this.
Any core can be used on any class.
That's my idea for Player Cores. Now I'm going to transition into why I feel we should increase maneuverability, and what it's affect on gameplay would be:
EFFECT ON SPLASH
While I've wanted an increase in maneuverability for a long time, it's the splash damage that is making me write this. So I'll start there. More maneuverability = better ability to avoid splash. If the Player Core idea were implemented, there would be plenty enough people using the other cores so that noobs wouldn't rage quit because they can't hit anything (not that that was ever a problem in the first place, but some think it is, so I'm entertaining the idea).
EFFECT ON CAP ROUTES
Increasing maneuverability doesn't necessarily mean capping routes will be easier. Adding more maneuverability will be negligible in this aspect. The terrain doesn't change, so, once you know the route, no matter how much maneuverability you have, you'll be doing the same thing anyway. It really wont matter.
If people are worried about making routes too easy we could have the increased maneuverability only take effect when below a certain speed. Kinda like OD can only be used over 88, increased maneuverability can only be used when < XX units/time.
EFFECT ON BODY BLOCKING
Technically, yes, it will make bb easier as you are accelerating quicker. But remember, given the Player Core model, only certain people will be able to do it, thus, not everyone will be using it.
EFFECT ON OTHER THINGS
Other things will be effected too, but, I'm rather brain farted right now, so, I'll leave it at that.
As a closing thought, remember this: If the learning curve is already "too steep", increasing it more to enhance the game isn't going to change anything. The player that want's to learn will stay and learn no matter how steep the curve is. It's simply a matter of how much instant gratification people are looking for. If the current curve is too high for them, increasing it more won't make a difference, they already quit in their heads.
And as a closeing thought part 2: As Shade said, it's not that the game has a huge learning curve, it's that there is no method to teach the basics, thus, people are left to flounder around aimlessly. Look at Tribes 2, considered to have a steep learning curve, it also had a tutorial that, if used, got you quite ready for PUBs. The difference between L:O and T2 is not that L:O has too high a curve, it's that it doesn't have a method to introduce players.
ohohoh, and closing thought part 3: I just remembered this. If the Player Core system were introduced, and only, say, 2 of the cores were widely used, that does not necessarily mean there is an imbalance with the 3rd core. Tribes 2 had many packs, yet the most common ones were undoubtedly the energy pack and shield pack. It's simply player preference. We do not need to have all cores being equally used. Just a quick tip on balancing.
EDIT: Took out some of my "easy" statements as I'm not trying to offend people/put myself above anyone.
How should an increase in maneuverability be done? Either increase it for all classes, or add "player cores". An increase for all classes is pretty self explanatory, so, I'll leave it at that.
Player Cores: If a "Player Core" system is introduced, you could have cores such as OD, Maneuverability, and Health... Essentially, player cores enhance a specific aspect of the player, deployables would not use a core slot, rather, a backpack slot. But that's for another discussion another time.
OD Core: Gives the ability to use OD. Cappers would benefit the most from this as they can run either OD routes, or routes that require no OD, but still have the option if they go missed/need to improvise. HoF will also benefit from this core for known reasons.
Maneuverability Core: If chosen, player will have increased maneuverability. This does NOT increase energy (increasing energy does as little to increase maneuverability as filling your car's gas tank to full and expecting to make quicker turns as a result). Essentially, players will be able to accelerate faster in all directions, thus, somewhat of a dodge if you will.
LO and LD will benefit the most having the ability to quickly move away from incoming fire.
Health Core: Gives an increase in health. Same maneuverability and energy as we know in current version, but no OD, and slightly more health. Players that want to tank for whatever reason would like this.
Any core can be used on any class.
That's my idea for Player Cores. Now I'm going to transition into why I feel we should increase maneuverability, and what it's affect on gameplay would be:
EFFECT ON SPLASH
While I've wanted an increase in maneuverability for a long time, it's the splash damage that is making me write this. So I'll start there. More maneuverability = better ability to avoid splash. If the Player Core idea were implemented, there would be plenty enough people using the other cores so that noobs wouldn't rage quit because they can't hit anything (not that that was ever a problem in the first place, but some think it is, so I'm entertaining the idea).
EFFECT ON CAP ROUTES
Increasing maneuverability doesn't necessarily mean capping routes will be easier. Adding more maneuverability will be negligible in this aspect. The terrain doesn't change, so, once you know the route, no matter how much maneuverability you have, you'll be doing the same thing anyway. It really wont matter.
If people are worried about making routes too easy we could have the increased maneuverability only take effect when below a certain speed. Kinda like OD can only be used over 88, increased maneuverability can only be used when < XX units/time.
EFFECT ON BODY BLOCKING
Technically, yes, it will make bb easier as you are accelerating quicker. But remember, given the Player Core model, only certain people will be able to do it, thus, not everyone will be using it.
EFFECT ON OTHER THINGS
Other things will be effected too, but, I'm rather brain farted right now, so, I'll leave it at that.
As a closing thought, remember this: If the learning curve is already "too steep", increasing it more to enhance the game isn't going to change anything. The player that want's to learn will stay and learn no matter how steep the curve is. It's simply a matter of how much instant gratification people are looking for. If the current curve is too high for them, increasing it more won't make a difference, they already quit in their heads.
And as a closeing thought part 2: As Shade said, it's not that the game has a huge learning curve, it's that there is no method to teach the basics, thus, people are left to flounder around aimlessly. Look at Tribes 2, considered to have a steep learning curve, it also had a tutorial that, if used, got you quite ready for PUBs. The difference between L:O and T2 is not that L:O has too high a curve, it's that it doesn't have a method to introduce players.
ohohoh, and closing thought part 3: I just remembered this. If the Player Core system were introduced, and only, say, 2 of the cores were widely used, that does not necessarily mean there is an imbalance with the 3rd core. Tribes 2 had many packs, yet the most common ones were undoubtedly the energy pack and shield pack. It's simply player preference. We do not need to have all cores being equally used. Just a quick tip on balancing.
EDIT: Took out some of my "easy" statements as I'm not trying to offend people/put myself above anyone.