Re: Remove Vehicle Ticket Loss
Posted: 2009-11-30 00:46
I understand your points about losing assets harming the overall teams progress. But honestly that is the reality of the situation. If one team is losing lots of assets compared to the other, that team will more than likely lose the game, even without the vehicles.
I understand there are maps like Barracuda, and Muttrah, where one team has a lot more assets than the other team. And this is indeed a problem, because even if both teams lose assets at the same rate, one team will lose quicker due to ticket loss. But the solution should not be to remove the ticket loss from vehicles, it should be to add more tickets to the asset heavy team. Ticket balancing needs to be tweaked on the assymetrically balanced maps.
I have spoken out against the removal of ticket loss quiet a few times now. But, i do not wish to give the impression that I am against fairness and want the team with choppers to always lose. I want a game that, given two teams of the same ability, they will have an equal chance of winning the round.
Think about the older days of PR, if you were here before asset ticket loss. It was not at all fair when it came down to the assets. For example, the insurgents would literally kill themselves time and time again to destroy a tank. But, the second that tank started on fire, both crewman jump out and catch a ride back to base, to man an APC. The insurgents lost a lot of intel, but they are no closer to winning the round. Sure, the brits don't have their big armored gun to drive around anymore. But in a game that relies on draining a number down to zero in order to win, securing the battlefield really means nothing unless you can beat them down to nothing. It does mean more in AAS, since the enemy will not have the tank to throw at you for another 20minutes, but it's still not the same as putting a dent in their overall progress.
The only way i could understand removing the ticket loss at this point, would be if the assets did not respawn. Like the tank on Basrah. If each team started with X number of assets, and when those were gone, that's it. Then, i could understand the argument about removing that asset from the enemies hands being a big enough punishment. Look at a truck, it takes what? 5-10 minutes to spawn? So if it wasn't worth tickets, why not just drive it somewhere and blow it up yourself? By the time you die & respawn, it will have too. No need to drive it back to base, ever. Does that not seem a little too gamey? At least with the ticket loss i can swallow the fact that a new tank materializes out of thin air every 20minutes. It represents the military spending money that could be spent on putting more boots on the ground, on replacement equipment.
I understand there are maps like Barracuda, and Muttrah, where one team has a lot more assets than the other team. And this is indeed a problem, because even if both teams lose assets at the same rate, one team will lose quicker due to ticket loss. But the solution should not be to remove the ticket loss from vehicles, it should be to add more tickets to the asset heavy team. Ticket balancing needs to be tweaked on the assymetrically balanced maps.
I have spoken out against the removal of ticket loss quiet a few times now. But, i do not wish to give the impression that I am against fairness and want the team with choppers to always lose. I want a game that, given two teams of the same ability, they will have an equal chance of winning the round.
Think about the older days of PR, if you were here before asset ticket loss. It was not at all fair when it came down to the assets. For example, the insurgents would literally kill themselves time and time again to destroy a tank. But, the second that tank started on fire, both crewman jump out and catch a ride back to base, to man an APC. The insurgents lost a lot of intel, but they are no closer to winning the round. Sure, the brits don't have their big armored gun to drive around anymore. But in a game that relies on draining a number down to zero in order to win, securing the battlefield really means nothing unless you can beat them down to nothing. It does mean more in AAS, since the enemy will not have the tank to throw at you for another 20minutes, but it's still not the same as putting a dent in their overall progress.
The only way i could understand removing the ticket loss at this point, would be if the assets did not respawn. Like the tank on Basrah. If each team started with X number of assets, and when those were gone, that's it. Then, i could understand the argument about removing that asset from the enemies hands being a big enough punishment. Look at a truck, it takes what? 5-10 minutes to spawn? So if it wasn't worth tickets, why not just drive it somewhere and blow it up yourself? By the time you die & respawn, it will have too. No need to drive it back to base, ever. Does that not seem a little too gamey? At least with the ticket loss i can swallow the fact that a new tank materializes out of thin air every 20minutes. It represents the military spending money that could be spent on putting more boots on the ground, on replacement equipment.