Originally Posted by
Rocco Ward
Game mechanics should be robust and offer challenges to the player. CM does this with their inventory system compared to vanilla SS13 with items being different weight values. However I would argue that there are too many inventory slots available right now. A player shouldn't be able to carry literally everything. If you are a good game designer then you want a player to have to make sacrifices with their choices.
In regards to horror games in general, I would say you are dead wrong. Alien isolation, Amensia, and many other popular horror games make the monsters unbeatable and overpowered for a clear reason. IT FORCES THE PLAYER TO RUN!
Resident Evil 2 with the Tyrant does a nice job of setting up the atmosphere of you being hunted.
It's not because the player has 30 inventory slots.
It's not because the player can 1 shot PB and kill the boss.
It's not because the player can unga via banzai charge and get revived instantly without any major setbacks
The monsters have to be able to overpower the player. In the current CM meta it's the other way around. The xenos have to run away from the marines. The marines are the masters of CQC. They don't die. It's literally hilarious that the sides are switched 180. It seems that xenos are genuinely more afraid of the marines than vice versa.
Old CM didn't have this problem. Being a marine was scary. It was challenging. And I would argue it was much more satisfying and fun than the current game.