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| 29 Dec 2015 04:54 PM |
In the past people have introduced vehicles such as cars/planes/boat/etc.
Cobalt is a very old fort that had a great method for these.
Now lets look at what is "correct way" and the wrong way
For one it shouldn't be required to have vehicles for the raiders to win, it should be just a better way to win let's say "alternate" way to win.
Example RSF made a fort that was naval based but what you didn't know is that, you had to pay for the default boat no matter what and better weapons. You also needed to have the boat to be able to get to certain terminals. That is restricting and made the fort well under the level of fun it could've been.
What did they do right? They had multiple types of boats and didn't rely purely on combat boats to defend.
What they did wrong? Is make you pay for the basic boat and then also making it the only way to get around.
TRA has a boat system and its not required which is good. But they needed a better way of producing them and removing boats.
VAK has a dropship
What they did wrong with it is that it is (arguably) overpowered but originally was available to everyone (thanks VOID) but you also didn't have to pay for it nor was it the primary way of combat.
So taking the above references what should you be looking for in a base that is going to at least use tanks/cars/boats/aircraft
1 they shouldn't be required 2 basic vehicles (cars or transport boats) should not cost them anything 3 have a way to remove the vehicles, give it health and make it reasonable. 4 make sure their is a spawn limit and a clean up of unused vehicles
Lets look at USSF fort it has an assortment of vehicles and they are all "killable" but can have issues.
What did they do wrong? One of the big things that can offset their base specifically is the fact that you have to buy or earn their main anti tank or anti air weapons. Which I think debatably this is a good system but should be easier.
Lower the amount to be a 2 pay day max deal. And make the launchers kill the vehicles killable at a reasonable rate.
So take anti-tank rocket this shouldn't take more then 5 shots to kill 1 tank
Anti-air shouldn't take more than 3 rockets to kill 1 aircraft
aircraft naturally have lighter armor to fly so logically they can dodge the bullets easier but are killable at a faster rate than tanks that have heavy armor.
So for the above what do we take from it.
When giving a vehicle health you should clearly make it possible to kill at a specific rate.
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| 29 Dec 2015 04:56 PM |
Opinion thread...
Also how vehicles are implemented fairly is entirely situational |
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| 29 Dec 2015 04:59 PM |
| I mean if you have an alternate opinion on each of these examples with backing behind the statements I would love to hear it. |
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| 29 Dec 2015 05:00 PM |
| O when I get home in an hour I will gladly offer my opinion on the subject |
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| 29 Dec 2015 05:01 PM |
| And though situational is correct I am explaining what is the best way to set up a situation where both the raiders and defenders will have fun. I didn't even go into making different types of vehicles for the two. |
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| 29 Dec 2015 05:03 PM |
| Thank you for taking your time. |
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| 29 Dec 2015 05:05 PM |
this was a good read!
http://www.roblox.com/1-item?id=300468702 http://www.roblox.com/2-item?id=300468660 http://www.roblox.com/3-item?id=300875794 |
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| 29 Dec 2015 05:50 PM |
Thanks for making a relevant post on this subforum, something we certainly need more of.
It has often been true that vehicles at bases are overpowered, one sided, and many times broken. I've rarely seen vehicles be introduced so that they are balanced, fair, and enjoyable at the same time. This is a significant issue that needs to be addressed.
One of the annoying parts about vehicles though, is that ROBLOX is far from the best at simulating vehicle combat. Often times the controls are clunky and unresponsive. Simply put, this game is not optimal (at least from what I've seen) to support this mode of fighting.
Not to say it should be ignored, but for things to work, there needs to be a 100% effort from those making the vehicles. Anything less leads to problems.
| Tune in to a discussion about problems facing the clan world with Noelzilla1 and I at 4PM EST on Wednesday, December 29th at twitch.tv/noelzilla1/profile | |
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| 29 Dec 2015 06:12 PM |
They have introduced things that will help more vehicles function properly. While true this isn't the best platform for this, it is still a valid thing we could use. |
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| 29 Dec 2015 06:13 PM |
"TRA has a boat system and its not required which is good. But they needed a better way of producing them and removing boats."
have you been to tonigrad?
we have a vehicle dynamic fort |
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| 29 Dec 2015 06:26 PM |
I never made a specific statement on which fort I was talking about. I was talking about rana specifically the asov war with the 40+ boats stacked up on eachother.
Tonigrad is a good example between bad and good
If you don't have the helicopters your pretty much losing because of a sniper perched on the mountain Then all the launchers are either really long reload or one shots
So yeah. Also if you don't use cars it's usually harder to get to the base in a stead fast manner because they don't have sprint
Also the cars are positioned primarily for tra use not raiders and tra
Otherwise it's gooD |
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