[QUOTE=Humate;408536]I get you. But I think the doggy biscuit is built in.
If tokamak [sorry just using you as an example] has trouble beating players on his own, the doggy biscuit is to team up with other players, so that -
a) hes not waiting in the spawn queue all the time, hes has access to medics that revive him
b) he’s ensuring he has more gun power on his side when there’s a fight which increases his chances of survivability.
The only thing he has to give up, is ability to control detection.
Most player’s in toks position will gladly give that up though…
Now lets say they are given another doggy biscuit like a healing aura (:() that heals players within a certain radius of a medic.
Dont you think that would cheapen the team-work required when things dont go smooth sailing?
They already have the resource advantage, they already have the weapon advantage.
Wouldnt it be better to give that healing aura to a medcrate and allow the players to decide whether they want to fight near it?[/QUOTE]
And yet you still see spawn camps met with suicide sprinting from the spawn or objectives being attacked with 1-2 players against an entrenched enemy. I totally agree the advantages are there but they’re not obvious enough for many players to consider over blinding persistence to just keep trying over and over.
What can you do to make it more obvious? W:ET had players drop essential items, ETQW had a focus on moving the battle line and spawns as the match progressed, Brink had it’s buffs and there was of course a spattering of visual cues and aids. None of them can honestly be said to have worked. People seem to stick together for the duration of the dependency and then wandering off didn’t really matter to many.
Like I said, the benefits of being close to your team need not be vastly overpowering, the key would be to promote a prolonged interaction rather than a short term one. Providing healing regeneration of 20HP is probably not even one bullet worth of health but it does serve to underline that being around a medic is better than not being around one, likewise for some ammo etc. All classes would of course still be able to drop their regular payloads to provide proper boosts.
Crates etc would be good if not for the fact that once dropped they are stationary, good for defenders but not so much a moving attack force. That not only promotes playing near a crate rather than the team but also becomes redundant because the crate would already be supplying ammo/health etc.
So yes, it would tip the scale further for the side that coordinates together but then isn’t that the point? Play together and be stronger, play alone and you’re weaker.