Classes (must be split)

Discussion in 'Feedback' started by Qwerty, Jun 14, 2006.

  1. blizzerd

    blizzerd Member

    Messages:
    10,552
    Likes Received:
    60
    Trophy Points:
    0
    i am expecting the classes will get some change soon

    they are fine now, but fine =/= as good

    fine is same as acceptable, if empiresmod wants to shine among the stars (or just get out of beta , for that matter)it needs a bit more work,

    i do not agree on your idea itself thoug, for example: scout is NOT a sniper, if you want a sniper class, suggest it
    scout is some kind of "special commando" i heard rumors he is getting cool stuff as c4 like bombs and all
     
    Last edited: Jun 15, 2006
  2. BlueShirtsFan

    BlueShirtsFan Member

    Messages:
    32
    Likes Received:
    0
    Trophy Points:
    0
    Hey Krenzo, will their be a Pilot class? I think there should be and they should be the only class able to fly. Reason being is going by other games people will grab a plane, fly it to the enemy base, find out a way to jump out quickly and kill the comm or destroy buildings.
    I could see Grenadiers dropping out and throwing mines everywhere, engineers taking down buildings silently and so on. They'd also be taking money away from their team.

    Now this is all speculation, but judging by other games, or how people in Empires used to buy a jeep just to get to a place quicker and forget about it, this might happen when aircraft come out. Odds are it won't happen often, but I remember people building up turrets to get to the top of the map even though they knew it was against the rules, that it was a waste of time, and that it wasn't team work. So I wouldn't put it past people.
     
  3. Qwerty

    Qwerty Member

    Messages:
    54
    Likes Received:
    0
    Trophy Points:
    0
    Should be renamed to Demolitionist; I highly doubt that's what a scout actually does. It's ironic to find that the future-planned scout is really a demolitionist.


    A scout is someone who really falls under the category of spying, investigation, observation, and examination. The scout really should be performing work more related to this, and getting a better chance at being able to move farther than the rest of the soldiers. Since they already have the ability to cloak, they should have a device that can do certain things when used on enemy buildings (also note that it takes x seconds to successfully use the device on x enemy building).

    When being used, they are uncloaked. But really, they shouldn't be able to go into 100% cloak. I think the ability of being able to go into 100% cloak depending on what corner you're hiding in should be influenced by the Sniper.

    Anyway, as an example; use it on a refinery and some cash gets subtracted from the enemy team, and some of that subtracted cash gets transfered to your team. If you use it on a vehicle factory, it might add a hampering affect that could possibly increase prices by 10% for the next x seconds or minutes (and then it returns to normal).

    If you use it on some barracks, it might for x seconds blink a certain class of enemy units on the entire minimap, revealing their locations. For the barracks, if you would try to initiate the device on it, you would be asked for what class you want to reveal for a very short time on your radar. Atleast it wouldn't reveal every single class/unit.

    If you used it on enemy radar, for x seconds an extra 10% of research time would be added onto anything they try to research for x minutes, or x number of research items.

    If you used it on the armory, maybe -either- the health or the ammo crate (can be choosable by the scout when initiating the device) will be 'stolen' and disappear for x seconds/minutes until the team you did it on can replace it again.

    If used on the Aircraft Factory, it might give you defected parts (remember how you can customize vehicles?) that are slowed/hampered by 10% or something, for maybe only x seconds or the next x number of purchases.

    If used on the repair pad, the repair pad would for x seconds/minutes heal in small short bursts with an interval before the next small healing burst. This would basically just hamper the building and take a little longer to completely repair the vehicle.


    We want a Sniper class. :p
     
  4. blizzerd

    blizzerd Member

    Messages:
    10,552
    Likes Received:
    60
    Trophy Points:
    0
    not a demolist, more a special commando, they are not only suggesting a bomb, but allso hacking tools and intel stealing ideas

    it woud be rong to call scout JUST a demolist
     
  5. FalconX

    FalconX Developer

    Messages:
    717
    Likes Received:
    0
    Trophy Points:
    0
    Scout- recon/spec-ops/sabeteur. All around sneaky bastard.

    Instead of, say, spawning as a pilot, grabbing a plane, flying it to the enemy base, and ditching it? The problem will be there regardless; adding a 'pilot' will not fix it.
    Adding a pilot class takes away some of the freedom that makes the game freeform and excellent.
     
    Last edited: Jun 15, 2006
  6. thelonetaco

    thelonetaco Member

    Messages:
    51
    Likes Received:
    0
    Trophy Points:
    0
    That is just like saying that not giving the gren an assault rifle takes away some of that freedom...

    The pilot would be a class that serves a unique purpose and would add a lot of balance to the game for the many players who would rather go inf only than pilot vehicles. It is NO FUN to get close to a vehicle as a gren and then get shot to pieces by the pilot who magically appears out of the vehicle's side with dig-in, damage increase, and an assault rifle.

    And I still don't understand the scout =/= sniper debate. Every class right now has the ability to do more than one role: rifleman excel at anti-inf but CAN take out buildings and help build; gren excels at anti-veh and buildings, but CAN take out infantry, etc.

    A "sneaky" scout would be just as solo as a sniper (if not more so, because it is hard to sneak around with 5 people following you). On top of that, many players want to nerf the scout's anti-inf role. This is a class that as of this moment CAN DO NOTHING SPECIAL. Even with a couple new skills, it simply would not be worth playing. Why reduce veh production by 10% when you could just destroy the factory as a gren??

    At least give a scout class the ability to use a BALANCED sniper rifle. Other games have already given us insight into how this could be done.

    1. No instant death - realistic, but ends up just pissing everyone off when the maps are so large. Cap damage at 95 at most.
    2. Cannot fire when running - a high powered assault rifle is the domain of the rifleman. A sniper should have to be standing still or better yet crouching to fire.
    3. Low ammo capacity - forces sniper to remain with team
     
  7. BlueShirtsFan

    BlueShirtsFan Member

    Messages:
    32
    Likes Received:
    0
    Trophy Points:
    0
    A pilot class probably wouldn't have much firepower like a rifleman, wouldn't have the one hit kill the scout has a close range and can't turn invisible, doesn't have the rockets, mortors, or MINES that the grenadier has, and wouldn't have the ability to deconstruct things like a Engineer. What would he do then getting into the base, the class isn't ment for infantry so how would it stand a chance? Don't give the class any explosive grenades then it can't hurt a buidling or vehicles. Thats why I think it should have a new class for the pilot.
    Understood now?
     
  8. blizzerd

    blizzerd Member

    Messages:
    10,552
    Likes Received:
    60
    Trophy Points:
    0
    i do not like the idea of a pilot class, maybe as a general skill?
     
  9. Wereaser

    Wereaser Member

    Messages:
    1,341
    Likes Received:
    0
    Trophy Points:
    0
    Can someone please explain to me how it is so goddamn important to fuck this game up completely with "a pilot class" or "a skill that you have to take before you can fly/drive"? Keep it short and educational. :)
     
  10. BlueShirtsFan

    BlueShirtsFan Member

    Messages:
    32
    Likes Received:
    0
    Trophy Points:
    0
    Do you want to explain to me how a pilot class will mess the game up when they wouldn't effect other classes and it only applies to vehicles that haven't even been added to the game yet?
     
  11. Wereaser

    Wereaser Member

    Messages:
    1,341
    Likes Received:
    0
    Trophy Points:
    0
    One of the things that makes Empires fun is that everyone can use all of the vehicles on the battlefield(as long as they belong to your team). If you start limiting this freedom by restraining one vehicle type to only certain class only you end up with two probable scenarios:
    1) People won't touch planes at all, because the "pilot class" is too weak otherwise.
    2) People want to play only the pilot class, because everyone wants to fly a whale. :p

    And don't start yapping about balancing the pilot class and/or flying vehicles. That requires a lot of time and I don't see how slowing down the developement process with something that is more of an annoying feature than anything else will help this mod become better and more fun... Plus it will already take a lot of time to get the flying whales/blimps/squids to work with the rest of the gameplay, even without any extra quirks. Don't take this personally, I just keep my feet on the ground with this one.

    You are free to correct me if you find that I'm completely wrong. ;)
     
    Last edited: Jun 15, 2006
  12. BlueShirtsFan

    BlueShirtsFan Member

    Messages:
    32
    Likes Received:
    0
    Trophy Points:
    0
    If you are flying a plane and serious doing it, then odds are you won't be landing to get out yourself to fight, and if you do land it's most likely a transport craft in which case your dropping off people. I just don't want to see people using the speed of the aircraft to get across the huge maps to get on top of a mountain and leaving the plane there. Then it was a waste of money, and will take a hit on the vehicle limit if there is one.
    I have a feeling people will by a fighter if it's the cheapest plane to use it as a personnal transport and once there leave to go fight. With a pilot class, they won't be able to go toe to toe with a rifleman. So it would discourage that play and probably make for what everyone else is argueing about the scout class, a TEAMPLAYER class. In other words, the class would force the player to work with the team.

    We see jeeps left around sometimes because they are only used for transportation. When maps are going to be alot bigger, I can see this happening with aircraft.

    If your going to buy a expensive aircraft, odds are you'll probably be a teamplayer and want to stay in your aircraft. So you wouldn't have to worry about fighting other infantry. This class would be just away to prevent people from using it as lone transportation and not working with the team.
    I doubt this will happen since it seems everyone on these forums like to emphasize Teamwork and saying that being one class no matter which class would lose the game. If people want to win, then the only people who will be pilots by the way you say, will be people who don't want to win the game or play seriously.
     
    Last edited: Jun 15, 2006
  13. Wereaser

    Wereaser Member

    Messages:
    1,341
    Likes Received:
    0
    Trophy Points:
    0
    There are other players out there than only the people who have registered for these forums. Sadly these people aren't always the brightest of minds...

    Think of a scenario like this: You are flying a whale and suddenly you take a number of hits. You don't want to die so you land the damn thing before it blows up. Next thing you know someone blows your expensive aircraft to smithereens and you see some enemies advancing towards your position. Normally you could give them a reasonable fight, but since you're one of the flyboys you're not given guns with enough kick to do that. So in other words you're grounded and unable to fight.

    You see there are situations when you just can't "stay with the craft" or stay out of the fight.

    There is no foolproof system as fools are too smart. ;) But I understand your point, I just don't agree with it. I've seen too much of online stupidity to believe that everyone wants to have a good and working team.

    I'll stand down now and let others to discuss on this suggestion without my interference. I've said what I've planned to say. You can choose to ignore it, but if it makes you think this through then it has not been in vain.
     
  14. BlueShirtsFan

    BlueShirtsFan Member

    Messages:
    32
    Likes Received:
    0
    Trophy Points:
    0
    This is only one scenario hear, and if it does happen, either way your screwed. I don't think a engineer would have a real against riflemen advancing, or even a grenadier.
    But your right, my idea for the Pilot would not be a long range fighting class, if anything I think he should be given a Shotgun for close range use to prevent him from dropping off his aircraft and go else where to fight. The pistol isn't bad for fighting either, so I don't see this as a problem.
    If their is a probelm, I'm sure the devs could give him extra stanima from the other classes to flee the scene.
    You named a scenario that sounds like it would be in a tough enemy position. If there is a dog fight, I think the odds are that if your being hit you'll probably blow up just from the fight.
    If this class is made, then you as a pilot being shot down means you failed your strong point, and now your screwed. You either get the hell out of their or try to take someone on with your pistol.

    I can already see people complaing about players leaving aircraft all over the map. People complaining that players are wasting money on aircraft and not putting them to use. Odds are they will be alittle more expensive then the ground vehicles, and odds are they will share the same vehicle limit with them. The class will only help curve the probelm better.

    Besides that, the pilot can get a set of skills to upgrade their craft that the other classes don't have.

    Either way this idea can be tested. We can first see without the class how the community will use the aircraft, and then try testing the pilot class latter, or the devs can expierment on their own with this idea and see how it works out. I don't believe it could hurt game play at all, nor really enhance, but just to make a prevention that could slow down the idiots and make them think twice before buying a aircraft to go commit suicide with in enemy territory.
     
  15. blizzerd

    blizzerd Member

    Messages:
    10,552
    Likes Received:
    60
    Trophy Points:
    0
    a full engineer team will !defenatly! win against a mixed team

    as long as they work together thoug
     
  16. BlueShirtsFan

    BlueShirtsFan Member

    Messages:
    32
    Likes Received:
    0
    Trophy Points:
    0
    It's a good possibility, but they need to get started on turrets right away, and even then they have to upgrade, but in both cases all it takes is a couple Grenadiers using mortors to kill the engies repairing the turrets and destroying the turrets at the sametime. You can see a example in district. I got my rank up quickly being a Grenadier on that map.
     
  17. blizzerd

    blizzerd Member

    Messages:
    10,552
    Likes Received:
    60
    Trophy Points:
    0
    engies have guns 2 you know,
    lets pretend each team has 7 players

    full engy makes 3 engys building turrets and all
    building a strong defence to fall back to, and to use as offencive cover
    3 others take there guns and keep ground, killing anyone witin range and hiding from sniper behind turrets or wall segments
    1 dedicaded to reviving, having good score, and making the team allmost never gets to weak

    mixed team
    1 scout, sniping some engy's but ether getting killed by turrets or never gona kill alot of enemy's
    2 riflemen, basically useless unless at close range, but turrets prevent it
    2 grenadiers, can do some damage, but will be taken out by engineers shooting at them and if they kill a few, they will get reveived
    2 engineers, building turrets and sometimes reviving (occasionally)
     
  18. Revolver

    Revolver Member

    Messages:
    169
    Likes Received:
    0
    Trophy Points:
    0
    This thread for the lose.
     
  19. Tarantio

    Tarantio Member

    Messages:
    289
    Likes Received:
    0
    Trophy Points:
    0
    NO WAY!
    If you put loads of classes in and only the Medic can heal.. well.. who the hells gonna choose medic!? Someone who ENJOYS spending the game chasing dying people?
    I didnt think so..

    The classes are good as they are, having four that specialise widely in their particular fields. Having more makes it too complicated and un-intuitive for new players. Can you imagine how daunting it might be to want to destroy a building and having to choose from Demolition Man, Grenadier, "Driver" and Saboteur?
    More time will be spent in the barracks choosing character classes than playing!
    I think possibly 5 classes at the max. Any more than that seems unnescesary.
     
  20. thelonetaco

    thelonetaco Member

    Messages:
    51
    Likes Received:
    0
    Trophy Points:
    0
    More than 5 I agree would be unnecessary. Look to DoD with the two "riflemen," two light assault classes, two german mgers, etc.

    Re: pilot out of aircraft scenario

    EXACTLY THE POINT! If your class is not meant to be anti-infantry YOU SHOULD NOT BE ABLE TO TAKE OUT GROUPS OF INFANTRY. Really not that complicated! Again, the complaints you have against a possible pilot class can be used against the existing gren class! If even a single compentent rifleman closes in on a gren: game over. The grens simply do not have the armor or firepower to take out engineers. Hell, even scouts can usually take out grens 1v1. This is OK - it is called balance!

    Right now, vehicles are incredibly powerful weapons of war. Indeed, they are the sole focus of research and the biggest drain on resources. I see absolutely nothing wrong with balancing out vehicle use with a specialized class. Note that part of this addition includes giving the new pilot class every vehicle related skill of all the other classes. In a vehicle, the pilot would be incredibly powerful. Outside the vehicle, an easy kill. That alone will prevent more than 1-2 pilots per team until the very end of the game.

    It will also encourage teamwork by forcing pilots to have riflemen and/or engies tag along in the second seat for anti-inf or repair.

    And if you are worried that it causes too much specialization, a simple fix is follows:

    1. Reduce vehicle armor, speed, firepower, etc by 10% across the board.
    2. Modify all vehicle skills (which recall only the pilot can get) to increase stats by +20% rather than +10%
    3. The net effect is (compared to the status quo) all classes have relatively weak vehicles except the pilot who has relatively strong vehicles. Importantly, relative to other classes, the pilot has VERY strong vehicles.
     

Share This Page