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General Chat / Re: develop radar
« on: Wednesday, February 08, 2012, 07:49:40 AM »
The most relevant question here is not whether radars are used in RL or not --At least not until AA proves 90% accurate with their fight simulations and consequential environmental progression through which the necessary and most befitting tactics are applied.
Instead, our focus should lie in understanding exactly how it is that radars are being used in-game and how effective they prove in live action. Prior releases to 2.3 (if my memory serves!) had no radar. Due to this, gamestyle was rougher and brighter. Players would not risk foul plays on a dubious report by a fellow team-mate; the dubious comes in effect against experienced players, against people that know their ABCs outright, with no need for second guesses (i.e:. Never fire two consequential bursts from the same one place, never reload a gun until you are 100% sure you're well covered and free-of-risk, do not wait around the corner, know how to trick your enemy into thinking he's got a sure-shot, and so on). Given these simple notions I've outlined it is, infact, very fair to conclude that radar helps new players killing equally-new opponents. However, when en-consideration for the most experienced players, the radar and whatever purpose it had is rendered useless.
After 2.7, with the appearance of the further-detailed radars, one could easily take notice of the sudden gamestyle evolution; to one a lot slower, sneakier and to a certain extent, heavily pre-cautious. Albeit my personal preference in gamestyle and GUI aesthetics, there is one thing I believe we all agree in --That what comes before the whole argument between "OH, but the radar is GODLY!" or the "Fuck the radar. That's liek, for puzzi3s!!" is the pursuit for the understanding and comprehension of the worthy exploits and tactical-aid the radar could provide in a game such as AA2.5
Instead, our focus should lie in understanding exactly how it is that radars are being used in-game and how effective they prove in live action. Prior releases to 2.3 (if my memory serves!) had no radar. Due to this, gamestyle was rougher and brighter. Players would not risk foul plays on a dubious report by a fellow team-mate; the dubious comes in effect against experienced players, against people that know their ABCs outright, with no need for second guesses (i.e:. Never fire two consequential bursts from the same one place, never reload a gun until you are 100% sure you're well covered and free-of-risk, do not wait around the corner, know how to trick your enemy into thinking he's got a sure-shot, and so on). Given these simple notions I've outlined it is, infact, very fair to conclude that radar helps new players killing equally-new opponents. However, when en-consideration for the most experienced players, the radar and whatever purpose it had is rendered useless.
After 2.7, with the appearance of the further-detailed radars, one could easily take notice of the sudden gamestyle evolution; to one a lot slower, sneakier and to a certain extent, heavily pre-cautious. Albeit my personal preference in gamestyle and GUI aesthetics, there is one thing I believe we all agree in --That what comes before the whole argument between "OH, but the radar is GODLY!" or the "Fuck the radar. That's liek, for puzzi3s!!" is the pursuit for the understanding and comprehension of the worthy exploits and tactical-aid the radar could provide in a game such as AA2.5