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Thread: The class system

  1. #11
    Mr Zephy is offline Senior Member
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    Re: The class system

    pros and cons?

  2. #12
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    Re: The class system

    Pros
    - allows us to force the use of older technology such bolt action rifles.
    - stops the game turning into a one weapon game
    - forces players to try other kits/weapons when they can't get their preference
    - reduces the amount of shock troops and snipers and increases the number of medics and engineers
    - encourages teamplay
    - stops some areas of maps turning into a sniper fest/spray and pray.
    - stops spamming of mortar bombs/MG emplacements

    Cons:
    - more restrictive to your playing style
    - you could get unlucky and never be around when a particular weapon is available (you could just not spawn and wait i suppose.)

    Thats what I can come up with off the top of my head. I would like people to note however I am biased towards limiting

  3. #13
    Halfdark is offline Senior Member
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    Re: The class system

    I don't know if this is possible on Cryengine (or any engine, without alot of coding) but imo the *best* system would be:

    --Team Earns points, unlocks become available
    ----Comander then assigns those unlocks on a squad-by-squad basis:
    * * He has a certain number of "unlock points" and can spend them how he chooses: he could buy a new assault rifle for squad A, and a mortar for the folks in squad C (who are the artillery guys)
    ----The squad then gets access to the unlocks on a first-come first-served basis: if you're dead, you give up your right to the weapon until you respawn - ie. someone else in your squad can grab it while you wait to respawn.

    The commander has to buy each new weapon for his team and asign it to a squad, ie. he could give 2 mortars to squad A, 3 sniper rifles and an improved med pack to squad B, and 5 assault rifles to squad C... Or some combination.

    The number of each gun on each side would be limited (on a map-by-map basis, depending upon player numbers, so the map-designer would say "right, for up to 16 players we'll have 2 sniper rifles available, 32 players get 5 sniper rifles, and 64 get 8" - or some such) but they wouldn't all be available at the start of the game; sides would earn them by <insert objective here>.

    Word, homedog.
  4. #14
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    Re: The class system

    It's a good system. The problem it requires a good commander. Normally its a pain not having a commander, but with that system it would be hard and boring. It also opens it up to people complaining about favoritisms etc...

  5. #15
    Nadanova is offline Senior Member
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    Re: The class system

    Quote Originally Posted by Halfdark
    I don't know if this is possible on Cryengine (or any engine, without alot of coding) but imo the *best* system would be:

    --Team Earns points, unlocks become available
    ----Comander then assigns those unlocks on a squad-by-squad basis:
    * * He has a certain number of "unlock points" and can spend them how he chooses: he could buy a new assault rifle for squad A, and a mortar for the folks in squad C (who are the artillery guys)
    ----The squad then gets access to the unlocks on a first-come first-served basis: if you're dead, you give up your right to the weapon until you respawn - ie. someone else in your squad can grab it while you wait to respawn.

    The commander has to buy each new weapon for his team and asign it to a squad, ie. he could give 2 mortars to squad A, 3 sniper rifles and an improved med pack to squad B, and 5 assault rifles to squad C... Or some combination.

    The number of each gun on each side would be limited (on a map-by-map basis, depending upon player numbers, so the map-designer would say "right, for up to 16 players we'll have 2 sniper rifles available, 32 players get 5 sniper rifles, and 64 get 8" - or some such) but they wouldn't all be available at the start of the game; sides would earn them by <insert objective here>.
    This is very much like the Empires mod in HL2 where the commander can do research upgreades to get better vehicles and the suchlike... Good idea...

  6. #16
    Halfdark is offline Senior Member
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    Re: The class system

    Quote Originally Posted by General Naga
    It also opens it up to people complaining about favoritisms etc...
    **** them - in any sociable game, there's gonna be favouritism. Besides, you play together for all of about an hour, tops - it won't really happen.

    Word, homedog.
  7. #17
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    Re: The class system

    Don't get me wrong I like your idea, I'm trying to find problems so we don't find them out too late.

    What about commanders being able to spend team points on heavy weapons and defensive structures? Such as sandbag walls, extra spawn points, anti-vehicle traps & supply drops. Most weapons could be avaiable from the word go, but the heavy stuff, like sniper rifles, mortars, deployable emplacement MGs, could be commander bought and assigned to a squad. Depending on the weapon a different number of weapons would be allocated. e.g. 2 mortars but you would only get one sniper rifle.

    The commander could also possibly spend points on calling in heavy artillery support from off map. This would be more powerful than player controlled on-map artillery but at the massive cost of points and with bad accuracy. So its not something you use near your own men. The artillery could only be called if a Squad Leader requested a strike, the commander couldn't do it on their own.

  8. #18
    NoDe is offline Junior Member
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    Re: The class system

    I think it should be possible for every class to carry almost every weapon. Make it like this: Divide weapons into light, medium, and heavy weapons. Light would be the spy's silenced pistol, or maybe a small shotgun, medium would be the assault rifle, the slug shotgun, and the bolt action rifle. Heavy would be any type of MG, rocket/grenade launcher.

    Spy's can only pick up light/medium weapons. Soliders can pick up light/medium/heavy weapons. You see what I mean? A spy who picks up a medium weapon will sacrifice his speed(He would now have the same speed and attack power as a solider, but not the same amount of hp, because he still is a spy). A solider picking up a light weapon will give him more speed(though not as much as the spy's)

    With this system, you can change a bit on your classes, though they wint be as effectiv as the class that is intended to carry that weapon. And the "shoot the guy with the good gun" is just ****. Look at CS:S. You shoot any1. And if you always try to shoot the one with the AWP first, you'll die.

    As you see, I still havent gotten any better by explaining. Hope you got my point

    What you think of this system?

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  9. #19
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    Re: The class system

    That is one way of doing it, and probably the best if it was just Team Deathmatch. However we want to* push players towards teamwork, so using set kits is the easiest route. We just have to make it so there isn't a kit that makes it easy to lone wolf.

  10. #20
    Halfdark is offline Senior Member
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    Re: The class system

    Bar (possibly) a sniper outfitting set. (You'd probably still have snipers as part of a squad, but they'd act as spotters for their team-mates, rather than just running off to get some kills).

    The problem with giving players alot of freedom is that the game (again, correct me if I'm wrong) is increasingly about getting people to chose a role and stick to it, rather than simply going around killing some dudes. I'm not saying you shouldn't be able to rush a sniper, grab his gun, and take out the squad he was covering... But no one player should be able to run about killing everyone and making the game not too fun for those who want to play a tactical shooter (esp. the newer players).

    Word, homedog.
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