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Thread: The class system

  1. #61
    Bob_Bobber0 is offline Senior Member
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    I like the idea..we could still allow the player to create his class while limiting his weapons..things such as health..speed..accuracy..could all be factored in?

  2. #62
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    dajinni is offline Junior Member
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    The class suggestions look solid.

    A preference system could also be used, so you choose your top prefs (1,2,3) for class. Such a system could work on each round, that you automatically get.your peference next round if you missed out, or within game.

    In that case, on game begin you are randomly assigned (prefs taken in account) into predetermined, equal mixes of classes. On respawn, you can either start as what you were, or be in the 'queue' for your top preference, if someone of that class dies within the next 15 secs or so..

    Some of the mod vets could tweak it better I'm sure, but it could be a way of ensuring historical accuracy in terms of units..

    My 2cents

  3. #63
    Blackice is offline New Member
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    Think Team Fortress 2 class setup and you be ok with the classes.

  4. #64
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    Fuchs is offline TW Developer
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    I love TF2 but thats not how a realistic World War Two game works.

  5. #65
    Guderian is offline New Member
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    Quote Originally Posted by General Naga View Post
    OK so the real question is should weapons be limited? By this I mean should we limit sniper rifles to (for example) 10% of players on the server and MGs to (for example) 30% of players on the server.
    Personally, pick up kits work nicely with reguard to sniper rifles and other "speciality" weapons. I also think making a squad balanced with a kit that has a role ala Project Reality.
    Sorry for the trolling/spam. I can finally send a PM.

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