[QUOTE=BTMPL;438558]Ok, then elighten us, how would pro mode differ from pub mode? No idea how ET “Pro” worked/works as I was never part of the comp. ET crowd.
If it was to be completly different (like Shootmania 3v1) then you will just end up with 2 games, and I bet SD dosen’t want to cater to only one group.[/QUOTE]
Speaking only from my point of view. The W:ET community is basically split in two parts: a comp community and a pub community. Both communities basically play two kinds of mods: one comp mode (which is etpro) and many (but very similiar) pub mods. Both modtypes have its place and if you would want to wrap an abstract layer around it, then yes: this would be your comp mode vs pub mode of there. The playerbase is evenly spread around these mods, i would say 50/50 and both modtypes are attractive on their own but yet they are the same game.
The pub mods are basically exactly what SD needs. Currently it is the case and this can be already seen amongs the alpha players, that there is a very polarizing audience and SD is basically split between these two playeraudiences (again, this is just my pov, but i think it is accurate). There are the very serious comp players, who in my eyes basically destroy everything what can be fun about a game to cater it towards their serious bus fragging, and there are the pub players who oppose this view and basically find it a hell of a boring to play like the comps and want possibilites a comp wouldn’t give a sh… about. A good example is skins: mostly these are not liked by comp players, so this gets kind of absurd since you have a core game for comp, but want to lure the pubs in with skins. Doesn’t work. This is exactly that basic conflict i see not solved yet in DB. Another good example are bigger hitboxes for the pubs. This was exactly the case in W:ET. The pro mod had smaller hitboxes and the pub mods (most of them) had bigger ones. So it was more newby friendly and it worked very very very well, believe me. Another example: in nq there was a kick command, do you think the comps would want to use that? I don’t think so. I have more examples, but to break it down: if you have two modes, you can develop two branches in harmony. Of course you could also create two different games, but it worked well in W:ET, so it should also in DB. You just open a big backdoor with this type of move and you are guaranteed to have more freedom in development with these kind of two modes.
Another good thing about it is that you could playtest stuff on pub and if it turns out good for comp then throw it in.
I think i said it also somewhere else: imo you develop a bigger and wider and more optional game first, then you slice it down to make it perfect. What is happening currenlty is the exact other way round: slices after slice is added without the great chaos before. This in my eyes represents exactly that basic conflict aka comp vs pub.
But maybe i am too imaginary.