[2.2] 4th Class

Discussion in 'Archive' started by Silk, Aug 22, 2008.

  1. Silk

    Silk Mapper

    Messages:
    3,147
    Likes Received:
    36
    Trophy Points:
    0
    I've seen a lot of suggestions during testing today about the future of the scout, or in general class 4.

    I say keep the scout. But adjust the game so they become fun and necessary.

    As i see it:
    - rifleman: anti infantry
    - grenadier: anti vehicle + anti building (mainly)
    - engineer: support: 1) anti infantry 2) building/repairing
    - scout: support: 1) anti everything 2) intel

    An updated list with suggestions of mine:

    http://www.forums.empiresmod.com/showthread.php?t=6483


    Use this topic to discuss the future of the 4th class!
     
    Last edited: Aug 22, 2008
  2. Jephir

    Jephir ALL GLORY TO THE JEPHIR

    Messages:
    1,409
    Likes Received:
    6
    Trophy Points:
    0
    Repurpose scout to be a support class. Remove support functionality from the engineer and add it to the "4th class". Rename the "4th class" to "Support".

    This makes 4 distinct classes in Empires:

    Rifleman (killing infantry)
    Grenadier (killing vehicles)
    Engineer (building and repairing)
    Support (healing, ammo and spotting)

    Rather than what we have right now:

    Rifleman (killing infantry)
    Grenadier (killing vehicles)
    Engineer (building, repairing, healing, ammo)
    Scout (spotting and sabotaging)
     
    Last edited: Aug 22, 2008
  3. -Mayama-

    -Mayama- MANLY MAN BITCH

    Messages:
    6,487
    Likes Received:
    0
    Trophy Points:
    0
    what jephir said...

    only suggestion what i have is you could let the player choose between
    a medic kit and a scout/camoflage kit but that isnt really necassary

    oh and maybee give him squadleader like area buffs
     
  4. TheBoff

    TheBoff Member

    Messages:
    291
    Likes Received:
    0
    Trophy Points:
    0
    I like what Jephir says, but instead of SMGs give him a deployable gun or something? Takes time to set up, and is manned by supporter: perhaps this could replace the HMG. It doesn't require nades to kill: when the supporter dies, it goes with him.
     
  5. communism

    communism poof

    Messages:
    4,095
    Likes Received:
    2
    Trophy Points:
    0
    If giving the scout healing powers is what your proposing I suggest making it a skill similar to the engy squad aura. Maybe make it 1.5x healing rate though...or even keep it as slow as the current aura for balance purposes
     
  6. bitchslap

    bitchslap Member

    Messages:
    1,217
    Likes Received:
    0
    Trophy Points:
    0
    naw give him an item to dispense health.
     
  7. Lithium

    Lithium Member

    Messages:
    365
    Likes Received:
    0
    Trophy Points:
    0
    give him a syringe so he can give morphine
    then change the calc to a blow torch actually nvm, the calc is funny
     
  8. -Mayama-

    -Mayama- MANLY MAN BITCH

    Messages:
    6,487
    Likes Received:
    0
    Trophy Points:
    0
    Why Not Make Both!!!

    Remove the scout and combine it with the rifleman
    and make a new support class! :)

    Remove the scout from Brenodi and
    give the Northern Faction a support class.

    Ok heres the plan how:

    BRENODI
    First remove the Brenodi scout.
    Dont touch the Brenodi engineer, he heals his
    comrades with nano robots and so it fits to a
    technician.
    Give the Brenodi rifleman some of the scout
    skills like enhanced senses (call it ear implants)
    or weapon silencer and sabbotage (call
    sabbotage nano-bomb, little nano-bots that
    destroy buildings) That would turn the
    Brenodi rifleman into a high tech soldier
    (what they should be compared to NF)

    NORTHERN FACTION
    Remove the scout
    Remove revive & healing from
    the NF Engineer.
    Make a new support class.
    Give that class the revive & healing skill.
    Give them hide and enhanced senses
    and sabbotage.
    The background story is following:
    The Northern faction, always short
    on supplys, has a special unit that
    is dedicated to ensure constant supply
    of the most important goods that the
    NF army needs. Those man, often alone
    behind enemy lines, have mastered the
    art of hiding and are specialized in
    supporting the troops directly on the front.
    (just in short what i mean :) )
    Would suit to the NF guerilla warfare.

    OK, what do you think about that.
    I know would be alot balance and stuff
    but I like the idea :)
     
  9. dizzyone

    dizzyone I've been drinking, heavily

    Messages:
    5,771
    Likes Received:
    0
    Trophy Points:
    0
    Please tag up every thread, it's not based on relevance, they just require to be tagged so we can archive them later on without having to go through every single thread by hand.
     
  10. Private Sandbag

    Private Sandbag Member

    Messages:
    7,491
    Likes Received:
    0
    Trophy Points:
    0
    the only problem with the idea so far is that support really doesn't sound like a fun class to play, and if it's more fun being grenadier or rifleman then average joe is going to be one of them. then it's left to the experienced players that actually want to win the play the sucky class.

    think of how the medic in TF2 plays. many teams fail because nobody wants to be medic, and when people DO go medic it's only because they need to and not because they want to.

    so how can we make support a fun guy to be?

    fun weapons is always a start. i'd give him the MG (and sniper?) as well as an SMG sorta weapon (carbine or something like that).

    perhaps instead of calling it "support", call it "squad leader". merge that class with squad leader. i know they sound like totally different types of things, but such a merge isn't hard to imagine, and they appear to be for the same role.

    then the squad leader has the ammo and health which will keep the squad happy, and he gets the squad powers, the cool weapons and the squad to lead.



    ---------

    without getting too indepth, here's a cool idea for the new squads. give players a button, perhaps ENTER. when you look at a squad leader/support guy and hit enter, you quit you old squad and join his instantly. quick and easy. so being part of a squad isn't a permaneant thing like being part of a team, so you can adapt and form squads where ever you are.
     
  11. Doggeti

    Doggeti Former Developer

    Messages:
    228
    Likes Received:
    0
    Trophy Points:
    0
    I like Mayamas approach, especially how it brings some flavor and story from our little universe to the game. I assume the BE RM would also get hide(?). For the name, I would leave it scout. He basically does still the same. Running around at front/behind enemy lines, doing intelligence, sabotage and medical aid. I would give him two primary guns to choose from: A carbine rifle and an automatic shotgun.
     
    Last edited: Aug 23, 2008
  12. Sonata Arctica

    Sonata Arctica Member

    Messages:
    1,006
    Likes Received:
    0
    Trophy Points:
    0
    It should be a mannable turret, death by nades makes more sense.

    It should also have a level up path that's similar to the current turret set up.
     
  13. Mr.Bungles

    Mr.Bungles Member

    Messages:
    471
    Likes Received:
    0
    Trophy Points:
    0
    thats OP, everyone would go engi and support then.
     
  14. communism

    communism poof

    Messages:
    4,095
    Likes Received:
    2
    Trophy Points:
    0
    Just wanna throw this in here real quick. Was glancing over some thread about smoke nades and shit.

    Why not have smoke nades remove the commanders 'target' ability/camera for maybe 30 seconds.
    For instance your team throws a smoke nade, if you run through it you get your target box removed and are immune for a set amount of time afterwards?
     
  15. Lithium

    Lithium Member

    Messages:
    365
    Likes Received:
    0
    Trophy Points:
    0
    bitchslap (I think) said somthing about a compact AR for the scout instead of a sniper. I love that idea.
     
    Last edited: Aug 24, 2008
  16. DonMegel

    DonMegel Member

    Messages:
    1,368
    Likes Received:
    0
    Trophy Points:
    0
    I like the smoke nade idea too, and the support class. Allow him to play manable weapons, carry SMGs, and resupply ammo/health. Kinda like an engy though...
     
  17. TheBoff

    TheBoff Member

    Messages:
    291
    Likes Received:
    0
    Trophy Points:
    0
    That's alright really thoguh, seen as the plan is to make the engy more like a normal engineer and less like a engy/doctor/mechanic etc
     
  18. Emp_Recruit

    Emp_Recruit Member

    Messages:
    4,244
    Likes Received:
    0
    Trophy Points:
    0
    Its been mentioned, I don't think its quite the plan yet.
     
  19. TheBoff

    TheBoff Member

    Messages:
    291
    Likes Received:
    0
    Trophy Points:
    0
    one possible plan, if you're being pedatic then.
     
  20. -Mayama-

    -Mayama- MANLY MAN BITCH

    Messages:
    6,487
    Likes Received:
    0
    Trophy Points:
    0
    if you give the engineer the repair upgrade build in it would be an adjustment
    for removing healing and revive...
     

Share This Page