Since the
vision after flashbang thread has been trolled to death and disfunction; I thought there should at least be a thread about munitions in games that starts from an objective premise.
Arcade/Action munitions are typically low powered, splash damage weapons that suffer various issues in Fan appreciation due to attempts to create '
balance' in a weapon that in the real world is designed to require as little skill from its operator as possible, and obviate the skill of its intended target(s) as much as possible. The other issue is that Arcade/Action Developers feel the need to allow every player access to every weapon in the game, allowing more explosive munition in a small area then would ever even be in any SWAT or Spec Ops armory in entire...
One of the best ways to '
balance' explosive munitions in both Arcade/Action and Tactical Realism games is to ration them realistically. In the real world every man in a squad does
not carry explosive munitions, and as has been exhaustively discussed elsewhere rarely would HE grenades or even breech tactics and Flash-Bangs be used in environments like those presented in
TC:E maps, and never in the quantities offered... But, I accept that Arcade/Action Developers often feel fraught with the need to placate and give everyone in the fantasy based gaming audience what they want regardless of the realism that's completely obviated and the game design issues that can not be resolved without really histrionic magic...
Personally I
do not care how fantastic, magical or bizarre
True Combat: Elite's explosive munition implementation is, what I
do care about, is that
True Combat: Elite's Mod-On-Mod support, and
G_Realism feature supports the
option for
Mod-On-Mod Developers to offer:
· realistic squad based weapon assignment
· damage, radius and decay vars
· punish, kick, ban vars for TK and play abuse
In the event this is not offered I would at least hope for the option to lock weapons from use on a map, this has the added advantage of allowing for things like 'Pistols Only' servers etc..
But Tactical Realism Fans, and crossover Fans that are just looking for more realism in games, would like to see more realistic limitations... This audience is not fraught with the need for instant gratification (we've waited for a new game engine to mod for nearly six years). The Tactical Realism genre is primarily about Tactics and Realism, not: fast gratification, not mass murder, spam, and definately not about getting to play with some magical fantasy armory with every weapon on the planet or the ability to win access to it by Casino buying and magical weapon rewards -- to use them in preposterous scenarios... Maybe
True Combat: Elite will never offer
Mod-On-Mod Developers the means to offer realistic:
· scale weapon performance and handling metrics
· scale level designs that integrate realistic missions
· fire teams and squads, with realistic weapon issue
And maybe even if it does,
True Combat: Elite won't attract enough Tactical Realism talent to exploit the features, though I'm confident it would... And I hope the
Mod-On-Mod, and
G_Realism features are incorporated and fully implemented as described...
Δ