Class Specific Traits

Discussion in 'Feedback' started by KILLX, May 7, 2008.

  1. KILLX

    KILLX Banned

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    Something that to me seems like it would add another layer to the game, without making it yet again too complicated for teh n00bs, would be class specific traits. By this I mean changing attributes on the classes based on their roles.

    The Scout: Should have a permanent speed increase. Its a class based around recon, it should be a bit faster. As well, the scout isn't intended as a main combat class, so its health should be capped at 85-90.

    The Rifleman: Nothing really to change here. The thing I would have suggested is give them a health boost as their intended as the main anti-infantry class. However, their body armour reduces all damage by 10%, so really, they already have the boost.

    The Engineer: Dunno, get some ideas going.

    The Grenadier: Allow him to carry more ammo by default. He is based around demolition and vehicle killing, but without ammo upgrade he hardly has enough to do either.


    Don't be dicks, don't start a flame war. Think it through. Post the positives, post the negatives. To me it seems a good idea, but maybe it isn't.
     
  2. Vessboy

    Vessboy Member

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    unique health and speed levels... good good. How about more? engy's regen. Grenadiers ose 50% less stamina when in use. Riflemen have more resistance against knockback. and scout can destroy enimy corpses in exchange for ammo.
     
  3. LordDz

    LordDz Capitan Rainbow Flowers

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    The corpse thing. Nono. It would really hurt the teamplay.. And kind of freaky, I mean, flesh bullets? :rolleyes:

    But sure, without making the classes into heroes, it looks like a good idea.
     
  4. KILLX

    KILLX Banned

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    Oh, and by this I dont mean go TF2 nuts. Keep them all similarly playable, but boost and lower certain aspects based on the classes role. If executed correctly, this would probably boost team play.
     
  5. Mr. Weedy

    Mr. Weedy I will report bugs on the bug tracker

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    Would giving the engineer a 10-15 HP boost be bad? Just wondering.

    I think it could work because engineers don't have as powerful weapons as the grenadier or especially the rifleman has.

    I don't know would that actually affect anything but it is just a thought.
     
  6. Dannyboy

    Dannyboy Member

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    have the engineer have a healing aura status wether they are a SL or not.
     
  7. Chris0132'

    Chris0132' Developer

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    Giving the grenadier a mild resistance to explosives would be nice, as he does spend most of his time fighting tanks as you said.

    I mean functionally, the rifleman and engineer already have class traits, the rifleman being able to carry better weapons and the engineer having a fast build speed. Cutting the engineer health somewhat and perhaps giving the rifleman some expansion in his weaponry would be all I can suggest for them.

    Although if you altered the rifleman role into that of a weapons specialist, his ability could be to use all weapons with more proficiency, for example give him access to the SMGs but make them reload faster and shoot more accurately when he uses them, and increase the reload speed of the current rifleman weapons.

    You could also maybe give him separate skill tree which affects his weapons, and instead of making all his weapons innately better in his hands, allow him to apply skills from this tree to do the same, like this tree would have a reload speed increaser, a laser sight mod which stacks with accuracy upgrade but which makes a visible laser come from the gun as a tradeoff (it also adds a visible laser module onto guns, which should be possible just by modelling one and then putting an attachment point on all the weapon v_models for it, and I mean attachment point in terms of modelling). You could also have stuff like faster weapon switching, damage boosts, increased ironsight zoom or even a low powered scope using the same method as the laser sight. The tree should be totally separate from the exisiting skills, so you can still pack your own skills and you just unlock slots in the weapon tree as you progress in rank.
     
    Last edited: May 7, 2008
  8. LordDz

    LordDz Capitan Rainbow Flowers

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    Cutting? :eek: Hell no. Sorry, bout no.

    Other things I agree on..
     
  9. Chris0132'

    Chris0132' Developer

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    The engineer is not supposed to be a combat class, if you can kill a rifleman with it then something is severely wrong.
     
  10. angry hillbilly

    angry hillbilly Member

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    The idea works well in TF2 and TFC (would take a bit of time to balance but would be worth it). I like the idea, a fast scout would be nice.

    I propose a new class: The Heavy :p from TF2

    carries Big minigun (Just like TF2 and TFC)
    ownages everything (Just like TF2 and TFC)
    Kills tanks with a shot (Nothing like TF2 and TFC)

    :p:p:p:p:p:p

    But nice idea ^^
     
  11. KILLX

    KILLX Banned

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    *only kills angry hillbilly
     
  12. Dannyboy

    Dannyboy Member

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    *joins in
     
  13. KILLX

    KILLX Banned

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    /facepalm

    I was adding that as a trait to his retarded heavy idea.
     
  14. Empty

    Empty Member

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    Hmm, engineers should give everyone around them slow ammo regeneration.
     
  15. manhunt0r

    manhunt0r Member

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    how about the healing skill for engy auto healing ppl with 10 hp every 10 seconds? (the squad skill aint that great)
     
  16. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Skill-wise, probably :p
     
  17. LordDz

    LordDz Capitan Rainbow Flowers

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    Now I understand why you doesn't play Empires much.. :rolleyes: It's never fun to not being able to kill a class.
     
  18. Chris0132'

    Chris0132' Developer

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    Despite the extraordinary popularity of TF2 disagreeing entirely with that assertion, I concur. I don't enjoy being ineffective against an enemy, which is why I did not suggest that the SMGs be nerfed to make the engineer less effective as a combat class.

    A health cut simply makes the engineer less survivable, but it allows it to retain an effective weapon (as ineffective weapons are my pet peeve in games) and still allows it to kill things if the situation is right. The difference is that engineers would simply be more cautious and avoid the frontlines more, or if they did want to go to the frontlines, they'd be advised to take health boost or some other survival skill, which would detract from their engieering ability.

    It therefore encourages people who want to kill infantry to be a rifleman, which is a good thing because it's what riflemen are for, and it solves the whines about engineers being the best class because they can build and also fight to a degree. With the health nerfed engineers you would have to choose between building and fighting.

    It also resolves a few issues people have, such as engineers hopping out of tanks in the middle of a fight and repairing them, and by extension the uselessness of repair pads. It makes riflemen a valid early game unit, as having one or two would make your squad much more likely to kill an opposing squad of engineers, which doesn't happen so much now.

    At the moment, riflemen are only more effective than engineers because their guns work at slightly longer ranges, but as the usual range of engagement isn't that long (because you can't see properly at really long range and/or your gun recoil makes your weapon stop working) it's not that much of an advantage. I know ARs are more damaging than SMGs but both weapons are powerful enough to make it more important who fires first rather than who has the more damaging weapon.

    It doesn't make engineers any worse at engineering and it doesn't remove all infantry vs infantry fighting from the game, I don't see where the issue lies.
     
  19. -Mayama-

    -Mayama- MANLY MAN BITCH

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    Yes you can do most with just some speed and health adjustation

    I suggest: (the + symbols show the prpportion between the classes)
    two + = standart speed or health

    CLASS: SPEED: HEALTH
    scout ++++ +
    rifleman +++ +++
    Engineer ++ ++
    Grenadier ++ +++

    reduce the rifleman speed to ++ if he carrys a hmg
    Maybee reduce the speed of the grenadier to + aka under the standart speed
    as it is now but it is maybee not playable or fun to need hours to walk arround.
     
  20. Chris0132'

    Chris0132' Developer

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    I think that's missing a column, and if you add it in, this makes more sense to me:

    Speed:
    Heath:
    Build:
    ------------------------------ Scout: ------------------------------ ​
    +++++
    +++
    +++


    ------------------------------ Engineer: ------------------------------​
    +++
    +++
    +++++


    ------------------------------ Rifleman: ------------------------------​
    +++
    +++++
    +++
    Or​
    ++++
    ++++
    +++

    ------------------------------ Grenadier: ------------------------------ ​
    +++
    +++++
    +++
    Or​
    ++++
    ++++
    +++
     
    Last edited: May 8, 2008

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