sky_lark wrote:quartz - that's... actually a really cool idea. Strengthens the importance of repair. But, I feel that as weak as turrets and forcefields are, degeneration would worsen their value tremendously. What do you think?
That's sort of the point; To have turrets that are less valuable than normal, non-degenerative turrets.
(Although yes, Turrets need a buff. Or rather, an un-nerf. So that projectiles bounced off a shield don't kill them. Epic f**kin' fail, that's all I'm gonna say on that one xD)
Let's look at it as two extremes:
As a level designer, when I'm debating putting a turret somewhere, I think "will it be obnoxiously powerful to put one here (probably ANOTHER one that is, no *one* turret is going to make things obnoxiously powerful, but putting several together gets ugly fast) or is it balanced?" If I lean towards yes it will be too powerful, I won't put a turret there. If I lean towards no, I will. If I'm really caught between, what am I going to do? As it stands I only have the two extremes of put one there or not. With degenerative turrets I would have a middle ground.
I'd be willing to actually put degenerative turrets/projectors in BMs, "Nexus," and Soccer, for instance, because you essentially have to actually be in the turret's vicinity tending to it for it to work. This makes said items far less frustrating. I basically never put turrets/projectors in those gametypes because I feel that they are unbalanced (Soccer) or simply frustrating for players (BM and Nexus).