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!
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)
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
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.
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
give him a syringe so he can give morphine then change the calc to a blow torch actually nvm, the calc is funny
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
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.
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.
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.
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.
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?
bitchslap (I think) said somthing about a compact AR for the scout instead of a sniper. I love that idea.
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...
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
if you give the engineer the repair upgrade build in it would be an adjustment for removing healing and revive...