TIEpilot234 wrote:I know...You did exactly what I wanted you to...
So, if they're used frequently enough, how will adding dogtags change the frequency by such a level that it escalates and sucks the fun out? Answer- It wont...
I want one GOOD reason why dogtags can't be in..
Its not that I want them, its just that I'm sick of TY'S snotty little, "You can't, and thats that...for no good reason," attitude.
Ok, so we now need to look for reasons why yes, reasons why no, and information. Both sides of the equation. I like this discussion a lot better.
A good reason for dogtags being in is as a bit of bragging rights for a silent "You got ownzored" kill. Also teaches soldiers to watch their backs... or get into a squad to watch it for them. Then again, the threat of a quiet knife attack already does that.
A bad reason, as TY2D2 hints at, is that a step not in the right direction is not a good step to take. No gameplay benefit comes from having a record of who you kill with your knife, only a personal benefit in a teamplay-based game. Dogtags could be done, but on the team's list of priorities, it's almost as low as incorporating Jedi in a balanced way.
I think, instead of outright dog-tags, the ranking system should just keep track of who you kill with different unconventional weapons. I'd list kills with knives, the defibrillator, the DEMP gun, proton grenades, and AT mines, since they're such specialized weapons. Maybe pistol (non-officer) kills too. Along with being easier to back up than having dogtags materialize in your lap from a distant mine detonation, the record keeping of kills with the mines and timed grenades would encourage the use of such specialized ordnance to defuse a situation or attack.
GC Veteran (0.14-R6) "General Jafar"

