I have avoided posting on this thread.. keep coming back to it but never want to actually express how I feel about these kinds of things.. not least because there's so much to talk about. It would seem the main "point" being discussed here is turrets as deployables, but there are a number of different deployables to think about as well that feature in a number of other games in the genre..
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Healing/Ammo-related: medi-packs/ammo-packs/stations/areas
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Movement-related: blockades/doors (of some description)/grenades/players (
)
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Damage/Trap-related: turrets/grenades/mines/spikes
Tribes:Ascend has 'stations' that refill health and ammunition and allow you to change loadout (quickly instead of dying) - usually located near each team's base. There are base turrets, powered by the generator, which are easily avoidable if travelling at any kind of speed, but does significant damage if you're too slow. I haven't played T:A in so long that I don't fully remember if they still have the deployable turret which does small damage, but can be re-stocked and more placed.
- Nice utility to quickly change loadout without being invincible (due to positioning and how open the areas usually are)
- Ammo can be a problem, so it's reasonable to be able to restock at base
- Base turrets are an interesting idea, they do punish slow-goers, giving another incentive to getting your movement down. The deployable turrets do significantly less and from what I remember don't really do much damage at all.
TF2 has med-kits and ammo-kits placed at strategic points on the map, as well as an ammo/health stocking area within each spawn area that is regularly used; They also of course have the medic, who can heal others, and has a consumable ubercharge invincibility (or some other utility like crits) once being alive and healing others for long enough. In regards to movement and traps, there are sticky bombs for the demoman which provide just about the same thing. I'll comment with respects to payload/point capture game-mode:
- The game-modes are stage-based, much like Telos being stage-based. The placement of the health/ammo kits are generally to supplement the defence of the base, to keep players in the area longer.
- Large health packs in some areas, small health packs in others - same for ammo packs. The small packs are still useful to supplement supplies, especially if ammunition/health has been used to get across the map (yes, I'm looking at you, rocket/sticky/turret jumpers)
- Medics are one of the main ways that teams can push objectives and clear out deployables. They keep the player alive while they try to get adequate hits on the deployable, enabling the rest of the team to then push through the players.
- Sticky-bombs are used as traps, placed generally where an enemy player cannot see them. If you can see a demoman, you can presume the main entrance or exit is booby trapped (if they know what they are doing).
League of Legends - a couple of the maps have health/mana pick-ups, and the base 'fountain' spawn area is also a restoration platform for health/mana. LoL also has champions that can heal others in an area - Janna's ultimate heals a large area around her and knocks enemies back (useful for disengage from a fight), Bard has little temporary pads that people can walk over for health and a small movement boost and Soraka can click-heal others and globally heal all players on your team with her ultimate. Heimerdinger has placeable turrets (up to 3) that fire at nearby units and has the ability to place an empowered turret using his ultimate, and Zyra is plant-like able to plant seeds then "hatch" them into spikey plants which attack nearby units then die after 5-10s.
- Bard's little pads are handy to be placed across the map for future usage. They aren't that strong in terms of the heal, but the move speed boost is nice to get around with.
- Heimerdinger's turrets de-activate when he strays too far away from them. This means he has to be close and drawing people to him in order to be most effective.
I realise LoL and some of these mechanics aren't exactly related to Telos (or deployables exactly persay) but it does have some interesting mechanics in there that could be translatable to a deployable or a weapon I suppose LoL also has several mechanisms for slowing and stunning opponents through 'deployable' skills, but since movement is a different kind of theme, their application is more liberal in champion design.
CS:GO - you wouldn't think much in terms of deployables, but I include this here simply for grenades. While not stationary deployables, their use is often as a deterrant, or to provide a small length of persistent damage, which matches the use of a turret, albeit for a small period of time. The incendiary grenade is especially useful for stopping enemies' paths and forcing them to either wait for it to expire or to face the damage.
But how would these work with Telos?
Health/Ammo-related
I do like and can imagine versions of ammo/health "kits" of some description belonging somewhere inside the Telos universe. I think you could add these under the guise of 'scrap metal' that both "heals" your mech and provides some ammunition.. can imagine some kind of dispenser that comes out of the ground inside the buildings or attached to asteroids that could provide this.
Another potential idea would be to allow players to recycle parts of the floating dead opponent mechs to heal yourself and top up your ammo.
Bard's pads make me think of a placeable medical item that could heal within a small area, deployed onto a surface.
Movement-related
There's not enough ways to gain speed out in 0g still. I look at Bard's pads and think.. hmm.. a speed 'gate'. Friendly players entering the gate get a set speed increase., could potentially expand it into a multi-use thing, where enemy players entering the gate would then get either a temporary (slowed for 3 seconds then resume previous speed) or just a set speed decrease.. could be interesting.
I think we've already debated before and said that anything that interrupts your speed is going to be annoying for the opposing player.. I find the idea frustrating to think that the time spent gathering up speed could be completely shot down by something movement impairing, hence the potentially avoidable speed gate - temporary speed loss then being preferable over a set speed loss!
Damage/Trap-related
So, now for the "main" topic.. sigh.
I still really don't know how I feel about turrets/sentries.
I am not a fan of the sentry in TF2 at all - if they have a reasonable engineer and a good player or two then it often feels like you're quite scuppered without waiting to either:
a) Have a decent medic on your team and keep him alive long enough to have uber,
or b) Be the decent medic and hope that you heal a guy who knows how to play..
It all depends on the map/placement of course as to how hard this is to pull off, but there's some pretty optimal placements out there.
LoL's Heimerdinger at least makes their usage visible, as the player would have to be close to his turret(s) to have them deal damage, which I think is a nice payoff.
T:A's base turrets are alright too because you feel like a badass for avoiding these massive mortar shots heading your way.. if they do hit, they hurt, but they're not too tricky to avoid with the right prep.
Overall.. would still prefer to not see turrets/sentries appear in this game.. but who knows.
I might see that a grenade or plasma cloud of some kind could be used like incendiaries, click to throw, release to explode? Would make a player prefer to use another route, but I would advise not making that trigger the health loss from having boosted - by all means make it so that the 'current' health goes down, but don't make it lose the temporary health.. if that makes sense. I already think that any AoE weapon you might add should not affect this, as it would be so damn difficult to avoid the damage, making it just not worth boosting at all... if you aren't gonna avoid the hit, might as well keep the health... would prefer to reward players that are able to boost to avoid said AoE damage. The fact that your current health and potential overall health would go down is enough of a punishment for being hit by AoE damange I think.
I think that's about it; shall likely edit again later once I've had a chance to properly re-read it.
Pardon the length.