roles/ classes debate and ideas
#1
Posted 29 July 2010 - 02:16 PM
edited ideas to include another way i think classes (if added) would be more defined
1. basic rebel
hp: 100
armor max: 75
spawn primary wep: random between smg1 (with one nade), shotgun, and ar2
spawn secondary wep: pistol
spawn melee: (what ever that shield is)
spawn nades: Molotov's x2 (idea linked above)
2. medic
hp: 125
armor max: 50
spawn primary wep: smg1
spawn secondary wep: pistol
spawn melee: crowbar
spawn nades: NA
special wep: medkit (idea linked above)
special passive: regenerates hp at a rate of 1 per every 2 seconds
3. support
hp: 100
armor max: 50
spawn primary wep:NA
spawn secondary wep: pistol
spawn melee: stun stick
spawn nades:grenades x4
special wep:ammo case/ EMP tool (ideas linked above)
4.heavy weapons
hp: 100
armor max: 0
spawn primary wep: RPG
spawn secondary wep: revolver
spawn melee: crowbar
spawn nades: grenade x10
special wep: slam x 3
special passive: regenerates rpg ammo at a rate of one round per 10 seconds
5. leader: limit one
hp: 100
armor max: 100
spawn primary wep: smg1 with 3 nades
spawn secondary wep: pistol
spawn melee: NA
spawn nades: NA
special wep: Target designator (idea linked above)
special passive: regenerates armor and hp at a rate of 10 every 5 seconds
reasoning behind each class idea i have made.
1. basic rebel. Some players aren't going to what to think about what type of class they are going to play as and just want to play this gives them that it is the basic setup so to speak. having the draw backs of not starting with any special weapon (which can't be picked up or dropped) this way players can just go into the fight and grab what they need on the fly even if they have to rely on the other classes for support or health and ammo.
2. medic. Every military be it a loosely organized rebellion or a high end military army will need medics to heal troops on the front line sense for the rebels just living is being on the front line there will be people that pick up medkits and start handing them to people. The reason for it having higher hp is well you want the medic to live don't you.
3.support. Every group has some one carry the supply's the support rebels does just that this rebel gives the ammo to the rest allowing for longer lasting fire fights vs the combine. The support rebel also has an EMP tool to hack combine equipment to give the rebels an upper hand when its needed the most.
4. heavy weapons. The heavy weapons rebel is something that every group need some one to carry the rpg when you need fire support vs a strider or gunship. The reason i suggest giving them regenerating ammo for the rpg is so that they will use it and not wait for said threat to appear because the combine will not always send in a strider when a few squads of combine elites will do the job just as well.
5. leader. every army has to have leaders or else they will fail to achieve victory so the rebel leader is there they are on the front line telling people what to do in hopefully the best way to do it. the leaders for the rebels have a target designator that allows them to fire one blast from a suppression cannon every 60 seconds making them valuable in taking out fortified combine groups.
WEAPON LIMITATION
I think weapon limitation should be there for you are a group of rebels not one man with a armored suit that can hold enough weapon to arm and army. also rebels gab there weapons based on what they need so i don't think a rebel will go around with both an ar2 and an smg1 when the ar2 is better for the situation. also i get that people can think that limiting weapons would limit game play but that's not true limiting weapons would force players to make quick second dissensions aka do they need the shotgun now or should they keep the smg1 for the nade launcher . making players have to think about what they are holding and not just go in to a battle knowing they can kill everything there.
this is just my opinion on the subject
#2
Posted 30 July 2010 - 09:39 PM
#3
Posted 31 July 2010 - 04:06 AM
I think the main problem with OW is that the rebels have too many weapons, it should be that they have (the soldiers) a crowbar, a more powerful pistol and either the SMG or Shotgun, maybe being able to pickup AR2's later on and grenades also.
#4
Posted 31 July 2010 - 02:26 PM
Though I like the idea of two weapons, a pistol, and a crowbar.
#5
Posted 31 July 2010 - 03:40 PM
#6
Posted 31 July 2010 - 06:15 PM
#7
Posted 31 July 2010 - 07:12 PM
#8
Posted 01 August 2010 - 04:05 PM
back on the weapon limitation idea i think it should be swap out based aka a player has text one the bottom of there screen that says press G to swap (smg1 symbol) for (ar2 symbol)
#9
Posted 01 August 2010 - 09:46 PM
#10
Posted 02 August 2010 - 02:37 PM
Edited by warbrand2, 06 August 2010 - 11:11 PM.
#11
Posted 06 August 2010 - 11:14 PM
#12
Posted 07 August 2010 - 05:29 AM
But I don't like that it's restricting people from doing stuff. like having lots of suit.
I don't think half life is meant for classes (imagine HL2:DM with classes, that would be dull)
and I still don't like your molotov ideas.
I'm sorry I don't like your ideas, keep making them.
I think it could be fun, if the system randomly task you to some bonus objectives, like: give that guy some of your ammo (if dropping ammo gets implied), heal that guy (-||-), revive this one, cover fire from this point and so on.
So instead of being, you are a medic, you do medic stuff. It's you are a player, you are needed here, well done have a medal but now your team needs you to be here.
This way you wont get bored or tied of being a medic.
Then at the end the scoreboard can summaries who did good for the team, who did the best cover fire, he revived most guys and so on.
Maybe make some place that summaries all your well earned medals.
oh and btw look in ep2 when you get to the white forrest base, the rebels are getting educated to use the ar2 (and they used it in half life 2 to)
#13
Posted 08 August 2010 - 09:11 AM
I think a better idea would be to have just more weapons and gear. This way it gives the level designers much more options when it comes to creating a level and the objectives in it.
#14
Posted 08 August 2010 - 09:41 AM
#15
Posted 08 August 2010 - 09:42 AM
#17
Posted 09 August 2010 - 01:14 AM
Ranma, on 08 August 2010 - 09:42 AM, said:
I just think that players shouldn't be able to start off with equipment that might spoil the fun of a map is all
Mappers should be able to control the balancing of the level to some degree without having to worry about people starting with high powered weapons.
Ex: Maybe someone is working on a prison break map that takes place in Nova prospect where the resistance gets more powerfull weapons as they progress through the level. The starting weapons for the rebels should be limited to something like crowbars and pistols. If you have classes in there that spawn with weapons like shotguns and AR2's it destroys some of the believability of the level and the mapper has to take in to consideration outside variables that he can't control.
#18
Posted 09 August 2010 - 02:10 AM
A1win, on 08 August 2010 - 09:41 AM, said:
Using an entity similar to the info_loadout entity in Zombie Master? Basically the mapper chooses the weapons he/she wants on player spawn, then chooses a distribution method. (either all or a random selection)
-Food for thought...
Oh, and i disagree with the whole roles/classes idea. Allow players to customize their playing experience by reducing the number of weapons that can be carried, add a weapon slot system (primary weapon slot, secondary weapon slot, grenade slot, etc), or an encumberment system like Zombie Panic!: Source.
#19
Posted 09 August 2010 - 05:02 AM
WAXT, on 09 August 2010 - 02:10 AM, said:
#20
Posted 09 August 2010 - 06:01 AM
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