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Why not save on server expenses when you can push that on the clients with varying internet connections? Why give up control over hosting matches if that is the least amount of server, and it allows for planned obsolescence. The downside of p2p, none of the upsides, none of the upsides of server based, all of the downsides.īecause anything else would be giving up control or cost money. It was a fun game.īecause business is prone to pick and choose "worst of both worlds" solutions all the time. Are you going to be an elf ninja assassin like everyone else? Oh you are? Well are you going to go the tech route to be a fast ninja or the spell route to toss off utility spells and magical minions (think dumb, fragile but dangerous monsters that chase after enemies until put down)?įor the cost of a sniper rifle you could get a really solid permanent upgrade like a spell or some wetwork tech, but if you got the sniper rifle and dominated maybe you can afford it all next round. Or you could spend it on wetwork/neural upgrades (usually things like movement speed / toughness upgrades IIRC) but those took out part of your base mana pool.Ĭombine that with racial choices that provided distinct playstyle advantages and you get a very interesting mix. Or you could spend it on spells, which tended to be more about utility and cost mana to cast. So you could spend your cash on gear, which was cost efficient but dropped on death. Teleport was a powerful movement spell with a high skill ceiling - others have talked about the exact mechanics - but I think it's worth mentioning that while gear dropped on death in the same way it does in Counterstrike, spells were permanent upgrades. The game had some pretty crazy upgrades you could get that could really turn matches. What made it so cool compared to teleports in other games?
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