Scouting Done Right!

Should classes be given more activities geared towards their roles?

  • Yes

  • No

  • Needs more thought


Results are only viewable after voting.

Daynen

Active Member
Aug 3, 2016
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#21
There are two key ways to make the job of "scout" more impactful and enjoyable.

The first is to differentiate between the amount of information each frame can have based on equipment choices. Recon specialists, for example, would want a more advanced computer with more detailed targeting data, enemy weak points, infrared capability, radar, directional microphones, spying drones, etc. Such gear should comprise a significant cost in energy management or other equipment constraints so it requires tradeoffs. Such a specialist could also be equipped to relay some advanced info to his squadmates if they are properly linked, whereas more combat-focused classes would be packing simpler, lower maintenance electronics to save power for bigger guns and heavier shields, etc. A simple "recon link" option in the garage would allow your frame to receive recon data from your scout; it also means that if you lose your recon, you're working with limited data. This combination allows for real specialization and real challenges where information is important, whereas if everyone gets the same HUD and people just blast their way through everything, recon means very little.

The second method is much more important to the general lifespan of the game; it is to create an environment where recon is not totally optional all the time. This means having dangers that WILL seriously threaten unaware teams who aren't doing proper recon before going in. It also means tasks which have little or nothing to do with shooting everything in sight and more to do with gathering information and remaining undetected, or at least unscathed. Stealth missions, surgical hacks, scouting troop movements, providing advance warning for bases to come under siege, you name it. For scouts to matter, some information has to be hidden from us; that way there's something for scouts to build for, find and report.
 
Aug 14, 2016
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#22
Just because someone or something is part of a scouting unit doesn't mean they/it can't also kick some serious ass. *As he points off into the distance.*


That dome/disk thing over the blades is a radar. It adds size and mass to the helicopter but odds are it'll see you before you see it. And in a game of long range hide-and-seek-and-destroy the person who is spotted first tends to be one who ends up dead. Remember "Recon" doesn't mean "weaker than other units".
 
Likes: Pandagnome
Jul 28, 2016
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#23
Just because someone or something is part of a scouting unit doesn't mean they/it can't also kick some serious ass. *As he points off into the distance.*


That dome/disk thing over the blades is a radar. It adds size and mass to the helicopter but odds are it'll see you before you see it. And in a game of long range hide-and-seek-and-destroy the person who is spotted first tends to be one who ends up dead. Remember "Recon" doesn't mean "weaker than other units".
Agreed...recon/scout can hit hard...they just can't take as much damage. We could have two in that class. A scout who's primary mission is to forge ahead and survey, and a sniper class who's job is to take out high value targets (with the long range gun and explosives). It would be extremely important for these classes to have auto loot as their intention is to remain stealthy and away from the enemy.
 
Likes: Pandagnome