Mkall wrote:Caelus wrote:Thunderscream wrote:Caelus wrote:Remember, the game uses vastly over-simplifying categories not for the sake of grouping the alts in an aesthetically pleasing way, but for the sake of pairing alternate modes with appropriate icons.
Personally, I think the alt classes for V2 are being made a little more complicated than they need to be, especially between the seperate factions, but that's just me.
Well, look at it this way: I think the general intent is to get as many tactic combinations as possible. Each alt carries 3 tactics in v2, and when you consider the number of tactics in the new game (a lot), and also the fact that the order of the tactics assigned to the alts is variable... Well, the short version is, you wind up with a lot of Alt-Classes to name.
Bingo. I'm also trying to get a different feel for each side. For example, the Autobots have air vehicles that can multi-repair because it's more "Autobot-ish" to have some who are willing to heal rather than fight. The cons shuttle only repairs one at a time because most decepticons would rather cause damage than fix it.
No offense, but in my mind, the whole reorganization still comes in my mind as the developers practicing the old mantra, "If it ain't broke, BREAK IT!" Not to say that some alt classes, like land animals, don't need to be a little less general, but in some cases, it just seems like overkill.
I also suspect that, even if players go :MAX: or

RED:, that they'll still prefer land and air vehicle alts over animal alts, as they have since at least I started playing (Glyph did on chart on that a while back ago). I may be wrong, but that's just how I feel.