To wit, there are hardened combat Veterans that are of a kind and character that do not flinch, impulsively duck, or flee under even enormous pressure and volume of shelling and fire. I have first hand knowledge of men of this caliber, and history gives ample examples that virtually every combat hardened force has had men that always have their eyes up and ears open, know how to move on a fusillade of suppressive fire, find a hole in it to move on it's source and either remove it or get precise coordinates quickly and calmly.
This is the best accidental argument for having a Hero class on the forum.
Bingo
It is? Bingo?
If by '
argument' either of you mean anything that resembles the rational deductive use of logic in presenting something that resembles a
reason for '
a Hero class'; I would very much like to see either of you make something that resembles an honest effort at explaining how. Failing that, by the same standards this is also '
the best accidental argument' for incorporating Dragons, Magic Spells, Magic Robots From Outer Space, and Heavy Metal Guitars as game features and content in RO2...
Sadly some may easily fooled by logical fallacies like this converse error and this brilliant (sarcasim)
ignoratio elenchi; and not see why this is
not a reason to incorporate a '
Magic Hero' or anything of the kind in Red Orchestra 2...
If the premise of Red Orchestra 2 is a highly realistic
game where; '
tactical realism', '
scale realism', '
fidelity', and '
authenticity' have all been used in context by the Developers to describe the game remain at least part of its design intention; where
game is meant to incorporate a balanced contest of real Player skill -- magic classes have no place in MP as
Poodles points out.
In game Developer parlance '
Class' is a depiction of fictional player skills that the real Player does not possess or develop even in abstract. As a real person I posses exceptional real world marksmanship skills, and FPS game marksmanship skills, but a '
Class' magically and arbitrarily delivers the advantage by leveraged game mechanics (magical weapon accuracy anyone?) these skill that I have
learned through long practice, study,
effort and experience -- to any Player through an arbitrary path that has nothing to do with learning even an abstract of the same skills.
This has three strong negative outcomes: 1) It makes the skill curve of the game asymptotic to zero with respect to to those skills compiled in any magical
'Class'. 2) It punishes Player effort to learn game skills that are abstracts of real skill. 3) It rewards arbitrary '
grind' time and effort as a substitute for learning a real game skill, or game abstarct of a real skill.
The negative consequences of this across all FPS MP Games that have dabbled with RPG elements of the kind where play time is arbitrarily rewarded, and focused effort on an approach to play that develops real Player skill is punished are many, but the two '
deal-breakers' that are perhaps most evident are: Audience size is substantially curtailed by initial size/sales. Even if there are substantial FPS features and content, the game will develop a reputation as an RPG, which will dramatically curtail it's prospects for recognition for competitive play where real Player skill must be the final arbiter of all game-play outcomes.
So, this digression then brings me full-circle to my original premise and reason for posting this in the
General forum from whence it was moved: "
Will there be a Server Side Options (SSO) for 'Fictional Player Skills' in RO2?" The lazy and even some what rude Developer response to this very simple question, and '
me too' FanBoy chiming in has my trigger finger on the Steam order cancel button...
:IS2: