yup i like the ideas of subclasses each subclass gets the bonus of a vital skill, stolen from another thread ie engineer medic- gets revive for free builder- gets repair for free grenadier bombadier- artillery aiming thing driver- defusal rifleman marksman-accuracy grunt-damage scout spy- hide I.T- enhanced sences then replace the skills ised by this with newones that are fun and not VITAL to success such as engineers scavenge-scavenge enemy ammo for own weapon fix- after turrets are destroyed they can be rebuilt if started7 seconds after their death grenadier - adv tracking- all missiles are homing - grenade bandolier- allows many more nades to be held and allows 3 to be thrown at a time, over a shorter distance or 1 at normal rifleman -assault scope, attaches a assault scope to his gun(think the little scope in crysis) like1.5X mag -nade launcher- gets a underslung nade launcher to launch their nades over a long distance scout - c4- gets 6 C4 explosives, it takes 2to destroy a building, 1 for a turret and they dont damage vehicles much(6 of them will do half damage to comm), not restockable at ammocrates -binoc targetting- when you mark something with binocs it ACTUALLY SHOWS UP ON RADAR hey guys im giving recon, see heres their comm
im asying remove 2 vital skills andmake them part of the subclass naturally, so they arent even a skill anymore , more like a class ability, then replace them with these
Good suggestion, but I think it needs to be refined a bit. Might occur where a certain subclass becomes overpowered.
Make each one remove two vital skills, for instance.. Riflemen-->Marksmen Loses: Health Upgrade, Ammo Upgrade. Engineer-->Medic Loses: Repair Upgrade, Turret Upgrade. etc.
It'd be like Call of Duty 4. I don't think I'd like that. You would need more people cooperating together to do anything, which means people would be encouraged to stack more than ever.