TheDamned wrote:
It would appear that since the aforementioned "arcade style" nades are currently in the game, that the choice was already made.
Hardly, TC:E has already seen five public revisions, and the lead Developer and Programmer,
Coroner, has embraced the concept of incorporateing more scale in TC:E.
It's very easy to clone arcade shooters that are little more then a paint job on Q3A or Half-Life, it's a lot more work to actually create a
realism game with a scale approch to world and weapon metrics.
Coroner gave every appearance of being enthusiastic about my suggestion of a
G_Realism var, and incorporating enough game variables and Fan accessable script that
Mod-On-Mod creation is not only feasable but practical and an important part of True Combat: Elite's game design.
The critical issue in offering a game that will actually appeal to a Tactical Realism audience or offers modable means to that end, is that it must offer a fundimentally scale design in world and weapon metics and/or a range of vars that can be adjusted to scale. It's very easy to create any flavor of bouncy, skating, hopping, speed-whore, action-fantasy-magic realism game/mod/mutator on top of a game that offers an architecture that at least attempts to scale reality within the resolution limits of the engine -- but it's very difficult or next to impossible to go the other way and create a mod and mutator that turns a game that's fundimentally *i-need-a-broader-vocab* with regard to scale, and realistic metrics, and offers no means to go the other way.
TheDamned wrote:
Given that, I believe the discussion of what's working as it may have been intended vs. what isn't is pertinent.
You're certainly welcome to "
believe" what ever floats your boat, that doesn't make your belifs fact or congruent with the desires, or intentions of others.
TheDamned wrote:
I agree with an earlier poster that stated that the introduction of truly realistic HE and Flash nades would turn the game into a mosh of dead teamates and eliminate any and all strategic hiding/ambush points on the current maps.
Again, you're welcome to agree with, and entertain any beliefs you choose, but that doesn't make them true, or even arguably vaid, especially when there are as many games that scale more realistic munitions then TC:E that are far more tactically and strategically sophistocated.
TheDamned wrote:
If one flash nade can successfully debiliate an entire room to the degree you have mentioned earlier then the essence of "fun" that is a fundamental requirement of most other "games" becomes mythical.
Paraphrasing a design concept out of context in order to create your own context to shoot it down doesn't validate your argument.
Moreover the concept of "Fun" is subjective, many thousands of game Fans pay over $300 U.S. to pay
VSB·1, play it more then all the other games they own combined, and regard it as much more "Fun" -- and
VSB·1 has 1:1 scale munitions with regard to damage radius and effects.
Similarly the munitions in games like:
· Red Orchestra
· Hostile Intent
· Ghost Recon
· Raven Shield
· SOAF
· Rogue Spear
· Rainbow Six
· Brothers In Arms
· IGI·2
· Elite Warriors Vietnam
· Line Of Signt: Vietnam
· Vietcong
· Vietcong 2
· KumaWar
· Deadly Dozen 2 Pacific Theater
· Operation Flashpoint
· SWAT 4
· Close Combat: First To Fight
... are vastly more powerful and realistic then the munitions in True Combat: Elite and work just fine. And there are a slew Tactical Realism modes for the aforesaid games and even a sloew of Action/Arcae realism games and mods that scale more realistic munitons.
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