2010-09-28, 14:28:58
Prog Wrote:Packs do streamline the game and I don't like that. I don't want every mid to lategame tank look exactly the same, because the strong midgame items can be transformed without signifikant losses into lategame ones. Right now you do take a risk if you go for a strength pack (for example) because you need to sell it in the late game. That makes way more interesting decisionmaking: do I get a stronger midgame with item x, or can I go on without it to have an advantage later on? With a lategame pack it would go like "I get a strength pack now and upgrade it to a (let's say) super strength pack later on. Is there any reason not to do this? - no". Right now there are reasons to play a late game tank without certain, definitely usefull items (like a gold hull) in them using a weaponslot. Packs nihilate those reasons and dump down inventory-management in my opinion.Current packs as Power Pack and Ultimate pack consists of 6 items and together they are 2 items wich doesn't conflict the the other item at all. Having both is quite good.
Having a different pack which uses some of the same basic items will instead add some variations and some players might pick a different pack. But I kinda agree it kinda streamlike the game as every player almost always has speed pack in every game. I always see speedpack being used in every game as having both teleporter and speed is for some players unacceptable to spend 2 slots on those items and upgrade it to speed pack right away.
The super pack, adds some the strength of the power and ultimate pack, but lacks instant repair and detection as comprimize. This will perhaps reduce the chance that players pick the same items.
Also Stealth Pack cannot be combined with speed pack\ultimate pack since it's also teleport based with teleport cooldown.
But it also increases available slots you have and as you say it also reduced tactical inventory management and planning. But I think it's a good idea.