Class Specific Traits

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

  1. KILLX

    KILLX Banned

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    The build column is moot, the engineer already has that advantage over all others :p
     
  2. Chris0132'

    Chris0132' Developer

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    I know.

    The idea is that building is functionally a stat, just like health and speed.

    I was considering adding a build point to the scout in exchange for one of the speed points, perhaps in the form of a low-power calculator which requires him to be stationary in order to use, it would also look more like toolkit, with a little wire thingy that he takes out and pokes at what he's building, which conveys that it's less of a magical building tool like the engineer has, and more of a field kit.
     
    Last edited: May 8, 2008
  3. -Mayama-

    -Mayama- MANLY MAN BITCH

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    i personaly wouldnt make the engineer as fast as the rifleman because the engi.
    Because that would make secure that rifleman aka the normal army is faster at
    new ground and the engis need someone to save them if they want to build there.
     
  4. Chris0132'

    Chris0132' Developer

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    Could you rephrase that as I didn't understand a word of it.
     
  5. KILLX

    KILLX Banned

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    chris, your over thinking. The path your taking is very similar to TF2. Go beyond just health and speed and build. Think of ideas for rebuilding the classes for their purpose.
     
  6. Chris0132'

    Chris0132' Developer

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    I was deliberately trying to avoid rebuilding them entirely because I thought it would be passed off as requring too much work. If you so desire however I will devote some time to doing so.
     
  7. KILLX

    KILLX Banned

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    It's not that hard to code. It's essentially just changing existing numbers. I only started with speed and health because it makes immense sense for the Scout.

    Let the gren carry more ammo. For an anti-tank class, he has to be 1337 to kill a decent heavy with his low ammos count. Should .also be less effected by explosions. Any anti-tank specialist should be strong enoough to stand ther ground unless directly pegged by a shell.

    Scout, as said, should be fast and weak to reflect its non-combat role. It will encourage Scouts to work with their team to survive.

    Engineer: aura's = BAD. When you give a class a squad ability, you start changing gameplay too much.

    Rifleman: nothing really. they have their body armour, which is equivalent to more health.
     
    Last edited: May 8, 2008
  8. -Mayama-

    -Mayama- MANLY MAN BITCH

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    Riflemans should be faster than engineers.
    Riflemans are the backbone of a army. They secure ground.
    If the rifleman is faster than the engineer, the slow engi has to take some
    guards with him because their might be faster enemy riflemans that already
    secured the foreign ground.
     
  9. Chris0132'

    Chris0132' Developer

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    Er, I wasn't thinking of just changing existing numbers, I was thinking of changing existing numbers and also changing how the class system works by having the classes be a lot more interchangeable and having a lot more weapon choice, along with having auxillary equipment choice in a similar manner.
     
  10. -Mayama-

    -Mayama- MANLY MAN BITCH

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    Coding, modeling, texturation & animation

    i think we should stick to effective but simple to do changes
     
  11. KILLX

    KILLX Banned

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    /facepalm.

    The weapons thing is in a different thread. This thread is about the classes at their cores. Changes which add depth to the classes play styles, don't break the game, and enhance the classes intended role.
     
  12. Chris0132'

    Chris0132' Developer

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    And my suggestion if you don't want to restrict it to stats changing is to make the classes much less defined, giving them a wide choice of equipment to choose from which is all oriented around their general role, but which allows you to approach it from many angles.

    Like scouts can have a number of weapons and equipment items which are based around speed, stealth, and intelligence. The only innate trait of the class is that it has access to this equipment, but the equipment has much more effect on the innate abilities of the class than it currently does. Each piece of equipment should give an ability or enhance a trait.
     
  13. -Mayama-

    -Mayama- MANLY MAN BITCH

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    @ CHRIS

    Thread headline

    Class Specific Traits


    not class specific equipment...

    its about giving the "naked" class some differences
     
  14. KILLX

    KILLX Banned

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    Thats the other thread. Stop crossing threads. Theres a thread specifically for new weapons, use it!

    edit: what Mayama said!
     
  15. Chris0132'

    Chris0132' Developer

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    Hmm, perhaps I'm not articulating this properly.

    What I am suggesting, if you ignore the method in which it is achieved, is that people are given the ability to choose what traits they want enhancing, or to choose their class abilities.

    Currently, class specific traits include abilities (sabotage, flak jacket) access to specific equipment (binoculars, RPG, calculator) and you're now proposing that speed and health values be integrated into this.

    What I am suggesting is that you do that, but you do it in a different way.

    You give classes different choices based around an area, scouts can choose speed and stealth boosts (hide, radar stealth, general speed boosts) that the other classes can't, or they can choose abilities (sabotage, maybe being able to drop cameras and radars? Think some up yourself).

    If I suggested that you give the classes all these abilities at once you'd say it was an innate trait, I'm suggesting that you allow the class to choose a few of them and suddenly it's not one? If you give classes all of the abilities it either makes them overpowered or makes the classes really different, like TF2, if you give them choices and a degree of overlap between abilities and traits then it simply allows people ot either specialise or be a general purpose build, it also allows you to introduce abilities and stat boosts into the game that would be unbalanced if combined with some other ones by simply making them not choosable with the things they unbalance.
     
  16. KILLX

    KILLX Banned

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    This isn't about class abilities or equipment or weapons. Its about the classes physical traits. Stop taking this thread off topic and make a new one for your ideas.
     
  17. Chris0132'

    Chris0132' Developer

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    So your definion of 'trait' is 'boost or cut to one of a small set of numbers associated with each class that cannot be changed in any way'?

    Because it seems a bit of an arbitrary definition.
     
    Last edited: May 8, 2008
  18. Vessboy

    Vessboy Member

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    He's not off topick. He's tryin gto say that in order to cahne a system you can't focus on one trait. Or else you lose ballence.
     
  19. Chris0132'

    Chris0132' Developer

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    I just don't see why these stat boosts have to be entirely fixed, I have no issue with varying the classes by health, speed, and other things, but I think it would be more fun if you did it by choice to a degree rather than purely fixing it.
     
  20. Mr.Bungles

    Mr.Bungles Member

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    well, i think its a splendid idea, all the classes atm are a bit... average, having the same speed, hp etc. i think it would be quite different and would encourage people to actually think about what class to pick instead of "LETS ALL GO SCOUT WITH HIDE AS SOON AS THE ROUND STARTS LULZ"
     

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