Eh.. back again with a page of writing in response to Mech, and repeating some stuff I've already said (I think it applies...)
*nods* Yep... game's a shadow of its former self. Where once jumpers and exploitatively-minded tankers were strikingly rare, now it's the only way to get points. The point system is still flawed by its abuse by almost every player with a rank, and the exploiters are rewarded.
However, I disagree on the reasons why this has happened. The maneuverability and rate of fire of our tanks HAVE both been improved on by FOD in the new Tanx, making it far easier to kill other tanks. In the old Tanx maneuvering and aiming one's tank was an art form of timing and intuition... now almost anyone can play like Mech Warrior (or other tank aces) did in his day, and the only challenge is how to sneak yourself a kill without giving others a like opportunity. As demonstrated by tankers like taliban_forces, the best way to do this is to move from game to game just in time to grab a powerup advantage, use it quickly, then leave.
Perhaps the delayed response times actually contributed to make the game's challenge more intelligent? Perhaps a lot of good, challenging, and honest players left when the new Tanx effectively made all non-subscribers privates?
I don't know, and I don't think there's anything we can really do to change these things.
These are the things that seem, to me, easy to change:
-Make it harder to make a kill. Increasing armor would work, I think... so would either reducing the range of weapons, or slowing the speed of the tanks.
-Provide for tanks that want to fight on even terms. This means the opportunity to have no powerups. This means passworded operations... this would probably need another, perhaps smaller, room for this (it's not as if all the bonus rooms are getting much use... while I'm sure -from posts on these forums, and conversations in-chat- if this were available for subscribers, it'd be used a lot) and in doing so FOD would let us customize conditions of the room, conditions like what items are around to pick up, what kind of terrain (field, snow, desert, or martian), the number, and kind, of players, and whatever else comes to mind.
-Program solutions to make it more convenient for tankers not to move to another operation so quickly, and so IDs owned by the same IPs can't enter an operation together (Banking invalidates points), or so there's a limit of how many points can be lost in an operation... whatever stops banking.
Supposedly ranked tankers can loose points from non-subscribed players... but I don't see it happening very often, while it should be happening all the time. Also, there may be a penalty of points taken from jumpers when they leave an operation when wounded... I wouldn't know, because it doesn't seem to be having any effect at all. Jumping needs to have effective penalties... MPs aren't enough; jumping needs to be made clearly not worthwhile.
These are just some ideas... I don't know about how practical they are to implement, but I'm sure they aren't all that hard, especially considering that Tanx is dying. Something's gotta be done.
I'm not sure all tankers are behind me on them... what do you other tankers think?
Good gaming,
~HoundFromH~
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PS: Two weeks, and I'll be able to subscribe.