Personal Ordnance and Map ordnance are on their own quite interesting features. The problem is that they are unpredictable, not that they are random.
The way I see map ordnance is that it was intended from the start to change how matches played, to add variation to the always static map weapons. All of the time a weapon spawn would be dashed to and fought over on the same place all the time. I imagine it’s that what they wanted to change.
The problem happened when they decided to make the waypoints appear when the weapon drops rather than long before it drops. Another problem is that the waypoint is only visible within a radius of 100m around it, and then it’s barely visible.
Personal Ordnance is as well another concept that should have been handled differently. Rather than provide power weapons it should provide Loadout weapon ammo refills or other loadout weapons if the user wanted to.
The problem with ordnance in it’s current iteration is that it provides advantages to players that didn’t figt over them at all. This as well unbalances even games. It doesn’t matter if all weapons were properly balanced, AA’s worked perfectly and vehicles were like in our dreams. Shootin Sammy pointed out that the Needler is an excellent weapon. Yes it is, but that doesn’t matter as each weapon in the ordnance drop have a significant area of usage.
Give me the option of frags, needler and grav hammer on the middle hill on ragnarok, or in the same place on the same map the options of Plasma Nades, Binary and Damage Boost and we all know that the second option is the prefered option. The usefullness of the options vary a lot depending on what kind of situation a player is in.
Another part is the Map ordnance and the way the weapons drop in all of a sudden, or at all. Ragnarok again is a good example as red side can get a binary rifle while blue can get an Inc Cannon further away from the base. While this is at faults with the actual placement of the drop points and that they are different weapons, it’s still a gamble when the weapons will appear.
When you then put this in even matching, the teams are equal, it becomes a lottery which team wins as the luckier team will get the more advantageous personal ordnance and/or the better map ordnance.
Also saying that it tests a player’s skill to the chaos that is Infinity Slayer, I say that in a single player environment it’d be more tolerable but still annoying. Or in a Co-Op environment against NPC enemies. Why should my skill be tested a lot more by giving me a weapon that’s not favourable for my situation than my opponent who could get a PO ideal for his or her situation? We’re testing our skills against each other, giving one an edge just because it’s a game mechanic hurt the whole mentality behind competition as it interfere with player controll and the outcome of the match. The whole point of multiplayer is to see which player or team is the best, and interfering with it by giving one side an edge goes against the whole concept of multiplayer.
Conclusion is that in an even environment Random Personal and Map Ordnance hurts balance between the teams.
Is there a solution where Ordnance can be kept? Well yes there is. It depends however how we want it.
1: If power weapons are kept in Personal Ordnance, a tiered system is required where each player is treated the same. There are two options with this as well. If we want randomness to stay with Personal Ordnance and have a tiered system then the different tiers must be randomly chosen at the start of the match and displayed to the players so they know what awaits. After the drops are chosen they’re static through the rest of the match and will not change. If however we don’t want that then a standard tier system can be used.
Problem with keeping power weapons in Personal Ordnance is that Map dropped weapons become somewhat useless and map movement becomes less of a priority. Map controll is more important when there are key weapon points to hold. That disappears when power weapons are promised wherever the player is through personal ordnance.
2: Power weapons are removed from personal ordnance and replaced with Loadout ammo refills and grenades. This ensures that the power weapons doesn’t overflow as they currently tend to do. It also puts more emphasis on moving around the map to aquire the power weapons.
With these two options Map ordnance still is an issue, and the solution to that I believe is to make the waypoint for the incoming weapon spawn atleast half a minute before the weapon is dropped and show it to everyone on the map. This way everyone is aware when, where and what will spawn. If they then chose to go for it they may have to fight others who want it as well.
The problem here is then that any stealthy player may want to aquire the weapons without the others knowing it. So the waypoint should then disappear as the weapon drops, or five seconds after it has dropped regardless if it has been picked or not.
Another problem is that a weapon could potentially spawn in an allready controlled territory, but that could be prevented by having protocolls that ensure weapons do not drop into controlled areas prior to the drop check. So a weapon couldn’t be dropped into an allready controlled area.
There are then plenty of other version of these that could be mixed. Like if you order a personal power weapon it’ll drop somewhere on the map and not directly by your side and it’s shown to everyone where and what will drop. So the players choose what weapons but they’ll have to fight for them.
Or that in order to aquire a power weapon through personal ordnance the players have to go to specific “drop zones” in order to drop a weapon, which would be static and provide the map with zones to controll, thus enforcing map controll.
There are as I said plenty of different routes to take with Ordnance in a way that ensures a competitive value and still function almost like they do now.