Oh well, might as well post some more, can’t get a game, 1 server full, all others empty …
Inferno, your back to basics thread was on the right lines, I just think we (or at least many people of this forum) disagree on what the basics are that we should be getting back to.
For example, my pet peeves, health regen and ammo racks. How do you balance the class that dispenses health when everyone gets health anyway, it’s like playing with a sound system trying to adjust specific levels for the right mix but having background noise scupper any attempt. Health regen is background noise preventing us from properly tweaking the Medic class.
That’s not to say removing regen would be a backwards step, or that we should do it just because RTCW did, or that disagreeing with something SD have added means we’re being closed-minded and are anti innovation.
Removing health regen is simply back to basics, and allows us to then properly evaluate the Medic’s role. From there we can then innovate.
For instance, DB has introduced a new mechanic to the game, characters within classes with their own loadouts. This gives us scope to develop outwards from the (more) solid foundation of class distinction free of background noise. We could, for example, have different sorts of Medics, one that dispenses old style fixed health packs, one that dispense new style regen packs, and another that dispenses an “area of effect” single pack (per charge) that heals many team-mates at once, perhaps based on their distance from the pack, to encourage players to stick together, or promote the use of squads / fire-teams etc.
We could have a F/Ops that constructs an ammo rack, as opposed to a F/Ops that dispenses ammo packs. This could be a choice the F/Ops makes dependent on map. A smaller map, or one that has more defined front lines, might suit a rack rather than packs for example.
You can innovate how the classes perform their roles, but only once you’ve established what those roles are, and not while you’re blurring them or undermining them with other mechanics. In the examples given above any new Medic abilities have to be balanced against the competing mechanic of global regen, as well as everything else they would need to be balanced against, making innovation even harder.
As far as mention of RTCW is concerned I’m simply advocating it as the “first known good configuration”, a solid foundation from which to start, not an end in itself.