Re: The issue with immediate assets on maps
Posted: 2014-07-14 18:04
There is a school of thought contrary to Beee8190s that would point player enforced rules for the sake of "gameplay" as inhibiting the very aspect it is trying to protect. If you want people to run headlong into one another play CS or make your map one large corridor. It seems as if some people want some sort of handicap one way or another but it ruins the nature of having massive maps with all this freedom when you impose a style of gameplay upon everyone just because it doesn't sit well with one part of the community.
Armies do attack/invade large cities and important geographical territories well behind the front lines, and striking the enemy when they least expect it is something all military leaders dream about. When it is done in-game people get upset because they "weren't ready" and it's "unfair" that an asset can assault a flag no one on the team wants to bother with.
Do I really need to post some sauce for my claims that armies attack key positions well behind enemy lines? It's been done since the dawn of war, and depicting it in-game in the initial deployment seems quite reflective of reality.
Armies do attack/invade large cities and important geographical territories well behind the front lines, and striking the enemy when they least expect it is something all military leaders dream about. When it is done in-game people get upset because they "weren't ready" and it's "unfair" that an asset can assault a flag no one on the team wants to bother with.
Do I really need to post some sauce for my claims that armies attack key positions well behind enemy lines? It's been done since the dawn of war, and depicting it in-game in the initial deployment seems quite reflective of reality.