It depends on the number of special abilities you will have, if is a reasonable amount like in W:ET then shared.
If you go crazy and implement a sh** load of abilities class+team+weapons+etc something like WOW then we will need something like a priest class with a large polls of energy and a new Announcement from SD:"Unannounced game with more special abilities that your keyboard can handle!!! :eek: "… let’s put all of those 102 keys to use
Community Question: Powering Class Abilities
The ammo stations in ET were fine for that, they were located out of the way so it didnt make sense to camp and spam from them, but close enough where you could pop to one to ammo up then get back into the action. The fact they had their own recharge rate as well meant that abusing them hurt the rest of the team.
I like to see players chaining their (and that of team-mates) abilities together to go beyond what they would otherwise have. Once the proficiency resource becomes a reward for doing certain things players can make combos which can create a snowball effect.
With just a hard limit there’s a very low standard deviation in the matches. It’s just constantly opposing players nullifying each other, Brink was especially tedious because of this. Once players get means to extend way beyond the average spectacular stuff starts to happen.
And again, this shouldn’t be the norm. There should be a lot of skill and planning tied to this. The first premise is that each player is only able to do it in the ways that he arranged his character in. Secondly, players need to have the option not to be bothered with this at all and pick perks with a simpler, less risky resource management or do away with resource management altogether and just have more basic useful stats (spread reduction, stamina etc).
A medic could get a resource buff after every fifth revived member if he structured his ability tree like that. A more offensive oriented player could get a resource buff after every fifth kill or whatnot. A player who doesn’t like any of this just picks a larger starting pool of resources, a player who doesn’t want to be bothered with resources at all just sacrifices some of his starting resources for more ammo or better firepower.
All it does is enable more different playstyles valid to each other. It creates more strengths and weaknesses in the field to be exploited and accounted for.
Supply crates still do. And it’s fine with me - they are easily destroyed.
Wasting all grenades on deployables as DarkAngel said is silly - either use half of them and run through or wait when a teammate tosses one or two or uses RL in addition. That’s why teamwork is needed in the end. Usually takes around 5-10 seconds before someone helps to damage an APT on more than 5v5. Below 5v5 none or very few deployables are played anyways. Deployables and vehicles are what diversified the gameplay and fun in ETQW, not robbed it from infantry fighting because both gamemodes are still available depending on map, amount of people and server settings. Hell, it even depends on a map stage. I almost always save a grenade for obj location whatevar the cost. Often even makes sense to be damaged almost to death, but save a nade and use it timely at the objective to make way for mates.
I have to say I did love that bit. You really felt clever as a medic when you did that.
…and when they are, the game goes to sht. The rock paper scissors elements of the non-infantry mechanics break down when you lack the players to fill all the roles. There’s a lot in ETQW that isn’t balanced for a small player count including most maps in campaign mode.