General > Discussion

Weapons jamming

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Kamuflaro:
Todays' weapons are very relyable, they are designed not to jam, even under the worst circumstances.

nemchenk:

--- Quote from: Ildamos on March 12, 2008, 01:48:38 pm ---gameplay elements that introduce substantial amounts of randomness into a strategy game more often than not mess it up.

--- End quote ---
That's true, but again it all depends on the level of randomness, and the amount of control a player has at compensating for it. Why do we roll to hit, or have damage spreads? Why bother with random maps, or missions? Why not play chess instead? :P

A little bit of "predictable randomness" is challenging, and makes us work harder at coping with unfavourable results, or exploiting them to our advantage.

Like I said: if a player wants to nullify the risk of a weapon jamming, he can carry a backup, or use more than one trooper in a formation, or probably some other tactic I have not even thought of ;D

Just food for thought....


nemchenk

Ildamos:



--- Quote ---but again it all depends on the level of randomness, and the amount of control a player has at compensating for it. Why do we roll to hit, or have damage spreads? Why bother with random maps, or missions?
--- End quote ---

Haha! True, true! I'm not saying your suggestion is wrong but sometimes when there are already random elements in the game, adding more would mess it up. I oftentimes grumble already when a grenade bounces the wrong way or a shot with a good probability to hit misses. Adding jamming would annoy me to no end.

But that's me. I don't know with the others.

However your point about using secondary weapons more should be pursued. Seriously.

I don't think jamming is the solution though IMO.

Serrax:
Let's have a look on the situation today... how many regular soldiers and how many special forces carry secondary weapons?

Afaik nearly none of them.


I share Ildamos's opinion:


--- Quote from: Ildamos ---Adding jamming would annoy me to no end.
--- End quote ---

cu

eleazar:
Secondary weapons already have a use.

First they can be used when the primary is out of ammo, or for close fighting when the primary has an area effect (bazooka, grenade launcher).

More importantly They generally require fewer TUs, and thus can be used when low on TUs and will be a much better reaction fire choice with the new reaction fire rules. IICR, you will need to save as many TUs for reaction fire as it would normally take to fire the weapon.

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