management’. Do you actually play the genre you preach to know a lot about? A progressional unlock game forces the player into a ‘path of least resistance’ mindset (there’s a new one for you). They’ll use the shortest route possible to get to where they want to be, if that means spamming the grenade launcher, switching to the next gun as soon as kill goal has been met, camping the spawn then they’ll do it. If the path of least resistance means they have to be an ass-hat to get there, then they will be.
Under the old xp distribution it might. But when you allow players to predesignate their own paths of least resistance (thanks for that, that’s less words than the whole ‘carving your own path’ stuff I’ve been talking about) . Then they’re already sacrificing a load of perks in favour of getting their favourites as fast as possible.
Under such a system it’s not a grind, it’s a big cost under the permanent management resulting in a small cost during the campaign.
I think ad hoc gameplay is very detrimental to a game. Any game. The ability to turn your strategy at any moment means is like playing rock paper scissors with the ability to change your hand whenever you want (try it, it makes for a pretty boring game). It doesn’t take any skill to figure out which action counters what other action, that’s supposed to be common knowledge within any game. The skill lies in anticipating how your opponent will think and do and respond to that. The skill lies in being unpredictable and surprising, giving you a window of enormous advantage until the opponent manages to adapt.
It doesn’t mean the entire mechanic has to be deterministic, far from it, but opportunity cost needs to be a big factor in the tactical shooter genre, otherwise you might as well stick to it being a shooter. Nothing wrong with that, arcade shooters are loads of fun, but if you want depth, you need that path dependency and opportunity cost. They’re not chores, they’re inherent to the genre.