Alright, let me say this fast. If this was a mechanic utilized for one off items like grenades, I could see it. However, from what I understand you're pushing for this as the main method of performing a basic case of 'shooting your weapon.'
I'm going to be flat out frank, and since this is Dreadnought I have to put on my mean face, I think that's completely pants on head retarded. Let me go through why.
Dreadnought wrote:Its not over the top like how you are making it out to be, it just adds more dynamic gameplay.
I'm using dramatization in order to make a point. And no, it does not necessarily -- that's like saying adding a piloting system that requires you to plug in coordinates in order to fly your small ship adds dynamic gameplay.
The gameplay does not become more 'dynamic.' It requires extra steps and becomes convoluted. The level of complexity involved into a particular set of actions should be designed relative to the amount of attention given to it in a game. Why should you have to master this new point and click firing system if you're nearly never going to use it? Why should you want to
use a complex system if the payout is ultimately of little consequence?
The current point of utilizing a marine on a battlecruiser is moving around in order to execute particular sorts of actions, such as stealing, dropping C4, and drawing attention away from others. Being able to deal damage is a supplement to this concept since the ability to 'kill' is necessary to an extent. I do admit that if it was effectively a simple scheme then it would be a different story, however, I'll get to that in just a moment...
You're falling back upon the fallacy that in theory, infinite content is best. That is
not the case.
Dreadnought wrote:The reason infiltration isnt used alot is because it is hard to pull off and very, very condoned/supressed by veteran players if a new player requests/trys to infiltrate.
Then why are you using it as an excuse to add in
more mechanics that will only further complicate it and further push veterans from allowing newer players to perform it?
Dreadnought wrote:Creating these sort of "open-ended" projectiles that can be skill-shot and dodged by opponents is not all that hard to make. Its already in the game. For example: Wraiths fire these projectiles, they can be dodged of course, and is not instant like the current marines gun play or subjugators AOE attack (though the difference would be you would be clicking where to fire the projectile, instead of facing the character in that direction). Missiles, Lasers, Kinetics, corvette barrage, destroyer shots...ect....clearly Erik understands how to do them, and even I was able to make a few basic attacks like this a few years back (dont ask me how, i have forgotten ,_, but the point is, even i could do it.)
Alright, so back to the issue. Once again, also not true. One of the reasons the wraith style of open ended projectiles is in that, while the necessity for movement is indeed linked to the same key, the ability to
aim is not linked to the same key.
You press right and left click in order to direct your wraith.
You press F in order to fire the plasma cannon.
If we ignore throttle since it will remain somewhat constant, these are two independent features in terms of control scheme. However, point and click firing suddenly changes it to;
You press right and left click in order to direct your marine.
You press left and right click in order to fire your gun.
This is
not a good control scheme. Can you even considered what this will look like when trying to spam it out? When trying to kite people around as, guess what, the
ONLY mechanic in the game that would even
PROMOTE this sort of combat requires you to do. Even if you bother to consider adding in a longer term cooldown, it's a conflicting control scheme that works awkwardly due to the simple scenarios it's put it.
Dreadnought wrote:It isnt (shouldnt) be that hard to make, and simply arguing that we shouldn't develop a part of the game because not many players use it is not great, it means we should focus harder on that area and make it more accessible and exciting.
You wanted a reason? There, I put one above. As you often do, you're gravely mistaking the concept of development as 'adding lots of features.' Dread, I seriously hope that one day you'll eventually begin to realize that
unnecessary features take away from a game.
Dreadnought wrote:Anyone use subjugators these days? We still should add more to the subjugator because its still apart of the game, and COULD use improvements, like infiltration, which can be expanded on in the future.
I do feel as if the subjugator has uses, but maybe you are right on that front. However, I frankly think that you should be looking at the ability set of the subjugator first -- it has several abilities that, on paper, could be considered good. You should tell us what you think is wrong with those abilities and how to fix then, rather than overloading it with more stuff that could just further end up cluttering the subjugator with extra abilities that never get used.
Dreadnought wrote:Having a better base for it will help continue further development of subugators and delve into more specific and as you say those "over the top" things that require 9002 kermiculite.
... Dread, I sincerely hope you aren't
actually looking for those sorts of things to be made.
That's just wrong dude.
That's just wrong.