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@Jhopmemes: I think you're possibly looking at it from the wrong angle.
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@Jhopmemes: I think you're possibly looking at it from the wrong angle.
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"Is cloaking too cost effective" (e.g. too powerful) is only one of the axes to consider.
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"Is cloaking too cost effective" (e.g. too powerful) is only one of the axes to consider.
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The right approach is to think "What sorts of cloak interactions and features are fun on the net? What designs and properties of a cloaking system make the game more fun if both teams have plentiful access to it?".
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The right approach is to think "What sorts of cloak interactions and features are fun on the net? What designs and properties of a cloaking system make the game more fun if both teams have plentiful access to it?".
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The main interaction/use case that is considered fun is cloaked infiltrations:
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The main interaction/use case that is considered fun is cloaked infiltrations:
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A medium sized force sneaking into the enemy base and suddenly appearing to wreck havoc.
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A medium sized force sneaking into the enemy base and suddenly appearing to wreck havoc.
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* These are good because they give cloaking player a skilled thing to do:
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* These are good because they give cloaking player a skilled thing to do:
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* Realizing the infiltration possibility and manoeuvring through the enemy lines
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* Realizing the infiltration possibility and manoeuvring through the enemy lines
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* And the players on the other team skilled things to do:
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* And the players on the other team skilled things to do:
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* Beforehand:
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* Beforehand:
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* The placement of backline defences on key points
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* The placement of backline defences on key points
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* The creation of a quick reaction force and unit tripwires
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* The creation of a quick reaction force and unit tripwires
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* Afterwards:
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* Afterwards:
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* Noticing an assault is taking place
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* Noticing an assault is taking place
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* Communicating it to other players
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* Communicating it to other players
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* Taking a quick reaction force and responding to the attack
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* Taking a quick reaction force and responding to the attack
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* Assessing what forces can reach in time and what is needed to fend it off
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* Assessing what forces can reach in time and what is needed to fend it off
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* These events also have a short time of high excitement and high stakes (that nonetheless has plenty of opportunity for tactics, judgement and agency).
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* These events also have a short time of high excitement and high stakes (that nonetheless has plenty of opportunity for tactics, judgement and agency).
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The main one that is considered unfun is cloaked lance balls plinking away for ten minutes.
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The main one that is considered unfun is cloaked lance balls plinking away for ten minutes.
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*
Later
on
(
only
cloak
spreads)
there
is
often
little
for
the
cloakball
player
to
do
but
configure
his
lances
appropriately
and
wait
for
enemies
to
be
revealed.
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*
Later
on
(
after
cloaking
spreads)
there
is
often
little
for
the
cloakball
player
to
do
but
configure
his
lances
appropriately
and
wait
for
enemies
to
be
revealed.
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* There is limited opportunity for counterplay:
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* There is limited opportunity for counterplay:
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* Firewalker tends to be a one-shot (generally getting lanced due to shorter range). Inferno mostly just forces units to move.
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* Firewalker tends to be a one-shot (generally getting lanced due to shorter range). Inferno mostly just forces units to move.
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* Raids or assaults aren't viable without knowing enemy force composition.
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* Raids or assaults aren't viable without knowing enemy force composition.
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* Likhos are only an option for one/two players, take a while to build and can be hardcountered (Artemis).
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* Likhos are only an option for one/two players, take a while to build and can be hardcountered (Artemis).
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* Walls are good defensive options, but encourage long stalemates with little movement or bold plays.
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* Walls are good defensive options, but encourage long stalemates with little movement or bold plays.
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* Cloaked Snitches only work against unskilled players who do not screen.
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* Cloaked Snitches only work against unskilled players who do not screen.
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* Area cloakers of their own often results in very high randomness. Which sides unit or firewalker shot happens to wander into the others cloakball first has a pretty big impact. And two big cloakballs coming into contact is sudden chaos with little agency.
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* Area cloakers of their own often results in very high randomness. Which sides unit or firewalker shot happens to wander into the others cloakball first has a pretty big impact. And two big cloakballs coming into contact is sudden chaos with little agency.
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* It's nonetheless the best option.
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* It's nonetheless the best option.
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* It occurs over a very long period of time with no real moments of triumph or despair (barring a sudden well targetted Likhoing). (the previously mentioned chaotic melee doesn't hit the right notes due to low agency)
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* It occurs over a very long period of time with no real moments of triumph or despair (barring a sudden well targetted Likhoing). (the previously mentioned chaotic melee doesn't hit the right notes due to low agency)
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Ideally you want a cloaking system that makes the former possible but not the latter.
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Ideally you want a cloaking system that makes the former possible but not the latter.
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