They add more depth to the game. We have directional armour, a variety of weapons, engines, all of which add to strategy and tactics. In any BF game, or UT3, it's just a stock tank. Just simply hull hp, a cannon and a set speed. That's why Empires is better.
There doesn't seem to be a problem with how it is now, and I like using my weapon of choice as opposed to some other player. some people like to use a nuke and a bio mg for example, others like to use double homing salvo and DU mg or whatever tech peeps have. It's what makes Empires different, than most mods, why should we change it.
Apart from reflective (which is broken and no one actually knows 100% how everything works). All of this "depth" is entirely commander based(what to research to counter what). Which puts the fun of 10-20 players on the shoulders of one player. Why not make commander funner to play with more active rolls like arty strikes/health/ammo blah blah blah. Not saying that there shouldn't be some depth to research but as it currently is its mostly just confusing for new players and doesn't add much depth for your average player. Game should be about how well you drive your tank with some MARGINAL benefits from research and whatnot. Not how well your comm researches and how you build your tank with some MARGINAL benefits with how well you drive it. To me current tank combat is more like the latter because of how slow the tank battles are and because of heat and engineers ability to repair their tanks in the field so easily. I'm not saying there shouldn't be depth to the game but "depth" just for the sake if it doesn't make a good game. TBH if empires had tanks that played like BF2 tanks it would be a WAY better game.
That is debatable. Par standard equipment, a better tank driver would win against an enemy tank driver with the same tank class.
The idea I was proposing at the time of the conversation was to remove armor and engines and replace them with a modules system that would allow commanders to choose modifications and players to equip them on modules. Engine and armor effects would essentially be combined, allowing more customization.
1. sorry for the late response 2. I dont think it was you because I was muted on the entire server so clearly it was an admin, my friend was with me and conferred this. (it seems lots of people think like you) 3. Thank you for explaining that side of the arguement, when presented like this I do agree about fixing some of the more broken parts.
Go play BF if u dont like Emp No one wants you here anyway... Nice Threats on the Internetz too By Dev he means hes a Scripter.... So not alot of people can open notepad and type some cool numbers. (OH and of course making sure its BALANCED) BTW Pickled have YOU done anything usefull since u have been on the Dev Team? Havent heard or seen much...
He's made a particle pack that lots of people use and I think he is the person who made the current scripts. Plus tur bro jeeps.
Not to be an asshole to Pickled, but it's really just an edit of Empty's particles (deleting the smoke). Current scripts are Dizzyone/Me, Turbojeeps take about 30 seconds to do. Having said that, I use said particles, so I do appreciate the work. But next release has some Pickled changes in I think, so I guess that's related.
I always think of empires as a more complex version of battlefield with RTS elements instead of capturing flags. Unless its a conquest map which kind of defeats the main point of the mod imo.
I Think Saunders beat you there.... He did it in 18 seconds while High and APC's in about 14 You let a pothead beat you
All you do is uncomment it. If you use the default values, you can do it in about 2 seconds. If you decide to change the values, obviously it takes longer. Also, both Pickled and I like that stuff, but it doesn't mean we have to publicise it and make a clan/server out of it and go on and on and on about it. It's pretty pathetic. Oh, and I showed Saunders how to do it (via Moojuice).