Removing power-up timings.......no thanks. That's why there's TAM, which is a great free frag and crotch shot style game type. IMO Tam is a great gametype for your average UT player who doesnt spend 5 hours learning every trick jump on a map, or sit around at work saying in thier head 6:37, then while they are working, subtracting 1:22 just so they can get more natural at timing while playing.
There was an excellent point made about the epic battles that go on over power-ups. There were some cool ideas mentioned in this thread about different ways to handle power ups, but no original ones, we've all played the games ( I have at least) that handle power ups in these affore mentioned ways. They suck.
DM is the pro-unrealers game type of choice b/c you have to be able to out gun your opponents (not just out wait them IE TAM). Even if you're one of those guys who's all about the standing LG crotch shots, standing corner combos, and crouched shield gun ambushes, you still have to be able to chase and kill in DM b/c the other guy (unlike tam) can just run and recharge.
The reason someone is professional at something, is because they can not only handle the job, they can acomplish it barring all outside influence. I completely understand where you're coming from saying "I hate timing things it's stupid", "If I know the power up is coming then its dumb cause everyone will jsut meet there" ...but these are all comments of fun, not of pro unreal playing.
It's one thing to be able to run and gun, its another to have great team tactics and coordination. But it's the ability to be able to coordinate attacks in a Random DM map, while out gunning the other team, ontop of keeping track of the clock and counting damage, that makes someone a prounrealer.
This is easily demonstrated -- play some DM (and acctualy control the power ups, not jsut 100a, amp etc, but the health packs or anything, it will make you a better unreal player across the board.)
How many gametypes in unreal dont involve timing power-ups.....????
ONS, Assault, CTF, TDM, DM -- Being able to time things makes you a better player at all of these things, not only that but it keeps you on track and acctualy makes the game less boring IMO cause it gives you something to be doing, ontop of killing people.
I fall asleep in tam matches now. Sure its fun to fight people striaght up, in a controlled enviroment ala TAM, but its a different style of game play, Throw netcode into the mix and its pretty hard to compare a tam player to a tdm player.
All I can say is this, throw a TAM player into any real gametype in unreal then throw a TDM player in, I don't think there's an argument about which one will out perform the other.
Having power ups spawn in a predictable way plays right into the most oldschool rule of combat at all, and one that the unreal seriers has done so well to keep, "If I know where you're gunna be, then I can counter", and like wise if you know someone's going to try to counter it, you have to out counter them. Its the predicatability that brings out the real ski9ll of player, out gunning and most importantly out thinking each other.
If you play unreal without thinking, you're not playing the game, you're just getting pwnt