Originally Posted by Malorn
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I honestly don't see the problem of the Sunderer being used if your plan is to make it look aesthetically different i.e increasingly more distinct from variant to variant. However:
- Why does using the Sunderer to do everything give it more value? It costs the same resources and cool down as if you were to pull AMS/Repair/Ammo variants - no dynamic costing based on loadouts used which makes this point of adding value pretty much void when you can pull it anytime and where.
- Seats 12 no matter what utility you put on it - wheres the logistic management, deeper customization and risk/reward of that? If I chose to AMS/ANT my sunderer (as example), shouldn't there be sacrifices to accommodate this and create the "you pull an S-AMS and I'll pull the escort Sunderer?" decision/thinking - the fact it can defend itself and essentially not rely on third party support I believe is what makes it considerably more boring in the first place.
You also should think about bringing the Sunderer design wise back into context of the game - why is it bigger than an MBT and have all the futuristic look, feel and handling of a Renault E-Space? (this by the way isn't a good thing)
Overall you can sugar coat the changes and decisions all you please but it doesn't change the fact its largely boring, soul-less and lacking any depth. Although that's a tune the masses have come to dance to quite well by now.