I'm not sure trickster can troll though. I can't think of a single time when he's done even close to successfully trolling.
^This. If a skill slot would require you 100 points to unlock. I think there's only a total of less than 5 players who can use it on a regular basis. Currently the fourth skill(60 points) would require most players 30~40 minutes(or longer) to unlock, and a lot of rounds don't even last that long. But fourth skills are usually much less valuable than other skills, so it's acceptable. Anyway, the current skill system is decent enough and doesn't really require any change.
I was mostly talking about vehicles. People having the ability to resupply and repair the tank while being able to go where ever would be rather annoying. Though a scout driving an apc might be worse. Eh I don't know. Anyways if you wanted to change the skill/class system, you might want to check out the Firearms mod way of handling it. Having a set amount of credits to buy skills/weapons could work. It would just kinda mean getting rid of the leveling system we currently have, although people might complain.
The skill system we currently have isn't great at all anyway, people might complain about familiarity but moving to an rpg style skill points system (with weighted costs for different skills under different classes) would be great. Like if I was a rifleman damage upgrade would cost 5 points, but for other classes it would cost 10 or 15 or whatever.
Meh, that's too nerdy. Cod got one thing right, and that's it's experience system. It's persistent and it goes up even if you suck. That used it to both keep noobs away from (the scant few) complicated weapons and give experienced players something to aim for. I don't like how they actually measured xp, but the spirit of the system was in the right place. It's addictive, rewarding and simple. I believe it's one of the reasons that the game is still so stupidly popular.
What? It's the same system as now except instead of unlocking boxes with ranks you gain points to spend on skills. This could also lead to multiple levels of skills.
Defusal lvl3 All mines laid by enemy grenadiers detonate in their face instead. Revive lvl6. You grow a set of white wings and can now revive using your fingers instead. Revive gets an additional loud sound to annoy the shit out of everyone around. Engine cooling lvl4 Your tank fumes become so super cooled they form an extra plate of armor all around the tank. Additionaly, every infantryman positioned behind you has all his stamina removed. In fact, you are so cool your tank gun barrel gets a set of custom shades that denies vision to you. Turret upgrade lvl3. You can upgrade your turrets to inclue homing artillery. Health regen lvl5. Is actualy finally worth taking. Hide lvl2. Through your connection with the dirt, you gained the abilities of ancient grass and shrubs. Everytime you hide you become a farm plot and generate addtional 1/sec income to your team, so you can actually be usefull for a change. On the other hand, you can choose to become completely invisible, except leaving a small woden sing, standing on a small branch, that reads "True faggot". The possiblities are senseless.
Damage upgrade lvl2 Your fire rate is increased 15% Accuracy upgrade lvl2 Recoil is reduced. Health upgrade lvl2 You regenerate 4 hp/sec in addition to the previous health upgrade (merges hp up and hp regen) Speed upgrade lvl2 You gain an additional 25% stamina (merges speed up and stamina up) Ammo upgrade lvl2 Every 45 seconds you gain ammo equivalent to opening an ammo box once for each weapon you have. Alternative hp upgrade lvl1 You have 15 more maximum health and regenerate 2 hp/sec Alternative hp upgrade lvl2 You have 30 more maximum health and regenerate 4 hp/sec Vehicle armor upgrade lvl2 When you create a vehicle or re equip it on a repair pad, each side of armor gets one extra non-repairable plate. Vehicle damage upgrade lvl2 Vehicle weapon maximum ammo is increased 20% Enhanced senses lvl2 In addition to putting enemy positions on the minimap, enhanced senses give you engineer camera style targets. Repair upgrade lvl2 You gain a small, slow autobuild aura (doesn't autobuild walls, is about as fast as E building) Alternate repair upgrade lvl2 Vehicles you are in automatically repair at 75% of the speed of a non-repair upgrade engineer.
Level 5 MLs shoot nukes. Level 5 MGs fire rails. But if you require ten minutes to research them, then it's perfectly balanced.
Level 6 turrets get wheels on the bottom and you can ride on top of them and control where they shoot. Argblpthgaaa*choke*bapthblg We could call them... tonks. Yeah, that sounds about right.
No, I'm going to rewrite the entire skill system just to add four skills that synchronize too damn well for a playstyle I never use that only really benefits players that don't need the help.