So sick of players saying "Legions is a fast game, and these thing will slow it down"
NO THEY WILL NOT SLOW THE GAME DOWN!
You can STILL ski 2 Million K an hour, How does having deployables SLOW YOU down?
It doesn't. It only makes you have to THINK more tactically. That's right, THINK!
Having base asset deployables WILL NOT TAKE AWAY FROM PLAYER SKILL! Also, why should highly skilled players get all of the attention? There are always secondary roles that will be helpful.
I should have clarified. I do not think it will inherently slow the game down, and I never said it would take away from player skill. However, with the smaller map sizes and smaller bases, far fewer assets will be necessary, which is why I said "deployables can come into play to a certain extent, which is far lower than Tribes". Tribes had much larger maps, bases, and even player limits on servers (in general). They could handle more assets w/o it becoming a cluster *dance* of deployed items.
Obviously all added deployables would need to be looked at and balanced into L:O, which I have no doubt will happen if/when added.
Of course, new maps could be made that would create a greater need for deployables. I've always preferred gametypes such as CnH, or CTF with more objectives, rather than straight CTF as we knew it in FE:L. The more objectives given, the more spread out the deployables could be, or a team could cluster *dance* one objective with all deployables and come up with another way to defend the other objectives. If you only have one objective, you don't need many (if any) deployables to help defend it.
T2 had larger maps, this meant MPBs and turrets and remote invo stations came into play because you had a greater distance to cover from base to base.
It had larger bases. The enemy could sneak up from more angles, means you have more of a use for more deployables (mainly turrets and sensors).
Many maps had secondary bases to defend.
Generators needed defense...
etc...
L:O would need to add much more in terms of objectives before warranting more deployables.
And I would fully back adding more objectives and deployables to L:O, so long as they do not slow the game down. Which they have the potential of doing depending on the method they are created to be used. Game speed is not only how fast you can travel in a straight line. It entails how much time players spend respawning, reloading, healing, "setting up camp", etc...
Take the FE:L health system for example: All you had to do was stand still to recover health. This eliminated the need to be constantly be ctrl+k'ing to get more health when you need it. Less Ctrl+k = less travel time between bases. Less travel time = more action. Now, I'm not promoting the FE:L health system as the way to do things, it's just an example of how deployables, or lack thereof, can affect game speed.
Pretend FE:L had medkits rather than health regen/time: Now, when damaged, a player uses a medkit and keeps fighting (keeps game speed up). All medkits used up? Lets say we have item drops. Attacking player loses health, uses kit, gets kill, picks up another kit to use, keeps fighting. Keeps game speed up. Doesn't need to seek cover to heal necessarily, yet isn't going to be invincible just because he can keep getting kills and getting the drops (unless the player is really good, thus, player skill comes into play).
I'm not saying either of those ways are what should/should not be used in L:O, they are just examples of how adding different things can affect game speed.