Brainstorming Classes

Discussion in 'General' started by Sheepe, Oct 1, 2009.

  1. Sheepe

    Sheepe Member

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    Recently, we've all watched as conflict has erupted on how to fix the Scout class and whether or not Grenadiers need fixing as well. The biggest issue in these arguments seems to be what we want that class to do and, as yet, the community doesn't have clear and definite function for these classes.

    Seeing this, I decided to see what are the most basic classes I could possibly come up with, as well as potential focuses for the current classes.

    What I want to do with this thread is to brainstorm every possible well defined and restricted class. I don't want to "fix" anything, but to generate all ideas for all cases.

    An ideal format for this would be:
    Name:
    Function:
    Skills:
    Weapons:

    (All bold: RoyalBlue, Red, Green, Gold)

    Ideally, these ideas will be implementable as subclasses. What do I mean?
    Well currently the Engineer preforms both functions as a Medic and Mechanic. It is also a very well balanced class. I think this is because while it is versatile, it is still limited in what it setup to do.

    Examples:
    Name: Medic
    Function: Healing and reviving allies
    Skills: Revive, Improved heal, Adrenal surge (on allies)
    Weapons: Basic Pistol, SMGs, Tool

    Name: Assault man
    Function: Primary Infantry, armed and armored
    Skills: Accuracy, Damage, Armor/health boost
    Weapons: Assault Rifle, Pistol/Heavy pistol, Grenades

    Name: Anti-Armor
    Function: Harasses and kills enemy armor
    Skills: Armor Detection, Improved Missile Tracking, Increased/Special Damage
    Weapons: Pistol, Anti-Armor Missile Launcher

    Name: Heavy Weapon Expert
    Function: Uses heavy, deployable weapons to provide suppressing fire and thinning of enemy forces
    Skills: Dig-in (deploy faster, take less damage), Increased Accuracy/Feedback, health/armor boost
    Weapons: Pistol/Heavy Pistol, HMG/Mortar

    Name: Sniper
    Function: Thinning of enemy forces and elimination of key personnel
    Skills: Accuracy, Ghillie Suit/Hide, Health Regen (to 65%max)
    Weapons: Sniper rifle, pistol

    Name: Minelayer/Minesweeper
    Function: Creates and removes minefields
    Skills: Advanced Disarm (Increases success rate to 95%, can drive over mines), Health/Armor boost
    Weapons: Pistol/Heavy Pistol, Mines, SMG

    Name: Scout/Spotter
    Function: Assesses enemy position and forces and provides targets for artillery
    Skills: Ghillie Suit/Hide, Laser Guidance (Allows arty/mortar strikes to be 100% accurate to where Binoculars/Tool is pointed), health regen
    Weapons: Pistol, SMG, Binoculars/Tool


    Again, let me stress that these ARE NOT suggestions, but brainstorming of every little possible class you can think of. Most of these would not make for good gameplay, but are very well defined and restricted. Additionally, please, please, please suggest novel things. Please don't call another idea shit for ANY REASON. This is BRAINSTORMING, not Critiquing! Hopefully, this list can be later used to find some better roles for the Scout, the Grenadier, or even a new class entirely
     
  2. blizzerd

    blizzerd Member

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    Name:Assault Trooper
    Function:doing damage without too much concern of anything else
    Skills:the rifleman's skills without the areal defensive ones (so still the armor and hp ones)
    Weapons: rifles

    Name: heavy rifleman
    Function: support guy, drops ammo, support allrounder
    Skills: dig in, hide etc etc etc, lower health
    Weapons: hmg, shotty, sticky

    Name: grenadier
    Function: defensive and indirect fire
    Skills: grens skills
    Weapons: a buffed rpg, a buffed mortar, but huge stamina drain when using mortar or rpg, uber cqb weapon (machine pistol)
     
  3. 0yv47

    0yv47 Member

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    how bout removing the mortar and give the gfrenadeer GRENADES? :P
     
  4. Sheepe

    Sheepe Member

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    Because that has nothing to do with the topic at hand?
     
  5. 0yv47

    0yv47 Member

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    so?..... :p
     
  6. Dr. Doener

    Dr. Doener Member

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    The calculator needs to be able to stun enemy infantry, that is.
     
  7. LordDz

    LordDz Capitan Rainbow Flowers

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    It should allow us to decon them and give the nice orb kill in hl2dm.
     
  8. zenarion

    zenarion Member

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    Anti Infantry Class, based on current Rifleman.
    -Can be geared for close, middle and long range combat.
    -Uses SMG's, Carabines, Assault Rifles, HMGs.
    -Gets fragmentation grenades with short fuses, to clear buildings with.
    -Can play differently depending on skills/weapons chosen, but is mainly anti-infantry.

    Vehicle/Armor Hunter
    -Uses Explosives, Rockets and RPG's to hunt armored targets with.
    -Can be armed with mines, but has to forfeit part of his ranged firepower.
    -Skills giving him the edge against vehicles: cannot be run over, etc.

    Engineer
    -Used to alter terrain in favour of his own team.
    -Can construct walls and bridges in sections (bridges = horisontal walls over water)
    -Can construct turrets, radars and cameras as usual.
    -Armed with Shotguns/SMG's for close combat.
    -Also can construct commander-built stuff.

    Special Ops
    -Used to disorient, debuff and sabotage the enemy operations.
    -Can sneak past frontlines, disable turrets, cameras and radars.
    -Can also do some of the above classes work: fight infantry with Assault Rifles, throw down Cameras/Radars, place Mines. These 3 choices together with the skill menu allow for more than one way to play such a class.
     
  9. aaaaaa50

    aaaaaa50 Member

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    Name: Tank Driver
    Function: Effective usage and maintenance of tanks
    Skills: Innate Tank Repair ability, (Innate?) Ammunition Drop, Armor Detection, Artillery Feedback, Mine Defusal
    Weapons: Advanced Pistol, Tank Repair Tool

    The overpowered tank driver you always wanted to be. :p
    I'm not sure about the Mine Defusal, but it's there for debate.
     

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