07-03-2017, 08:26 AM
Some hard light on this:
I feel after reading your 4-5th "rework" thread, that it kind of fails to meet the criteria on WHY something needs to be reworked, and doesn't really take into mind the effort that it would undertake.
Like with wraith, it's universally well received. Sure one could argue that there's a little unbalance when wraith enters the later stage, and that salt being the only common hard counter is probably not the best, but for the most part it glues well. That wouldn't really require a rework in the full though.
Or changeling for that matter. Changeling never got reworked, the hivemind is actually just an addition to the lings powers. It was mainly used to tackle the pain of being suddenly killed in the round, while not nerfing/reworking the ling to satisfy this. It was again a universally well received addition that did not require a rework.
So where am I going with this? Zewaka recently said that we're quality over quantity, and while I agree to an extent, deconstructing game-modes, only to build them back up again without any progression onto what could be different and exciting, makes the game.. stale. Especially when certain thing feels perpetually unfinished; see pathology, material, etc. Which is what a rework of this kind is probably destined to become due to the lack of coder activity.
I feel if something like this was to have any standing, it would have to tie in with the existing mode, without changing it fundamentally, preferably as a new mode.
To give you an example, it'd be like having old nuke ops back in the mix. Doesn't actually fundamentally change the nuke ops in code, but having this old style of nuking the station put into rotation keeps players on their toes. Keeps it fresh.
tl;dr: No to rework, yes to a (far) less convoluted implementation to what you are suggesting as a similar tie-in gamemode that has a chance of occuring over wraith.
I feel after reading your 4-5th "rework" thread, that it kind of fails to meet the criteria on WHY something needs to be reworked, and doesn't really take into mind the effort that it would undertake.
Like with wraith, it's universally well received. Sure one could argue that there's a little unbalance when wraith enters the later stage, and that salt being the only common hard counter is probably not the best, but for the most part it glues well. That wouldn't really require a rework in the full though.
Or changeling for that matter. Changeling never got reworked, the hivemind is actually just an addition to the lings powers. It was mainly used to tackle the pain of being suddenly killed in the round, while not nerfing/reworking the ling to satisfy this. It was again a universally well received addition that did not require a rework.
So where am I going with this? Zewaka recently said that we're quality over quantity, and while I agree to an extent, deconstructing game-modes, only to build them back up again without any progression onto what could be different and exciting, makes the game.. stale. Especially when certain thing feels perpetually unfinished; see pathology, material, etc. Which is what a rework of this kind is probably destined to become due to the lack of coder activity.
I feel if something like this was to have any standing, it would have to tie in with the existing mode, without changing it fundamentally, preferably as a new mode.
To give you an example, it'd be like having old nuke ops back in the mix. Doesn't actually fundamentally change the nuke ops in code, but having this old style of nuking the station put into rotation keeps players on their toes. Keeps it fresh.
tl;dr: No to rework, yes to a (far) less convoluted implementation to what you are suggesting as a similar tie-in gamemode that has a chance of occuring over wraith.