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roles/ classes debate and ideas


45 replies to this topic

Poll: roles/ classes debate and ideas (30 member(s) have cast votes)

which would your rather have

  1. roles (13 votes [43.33%])

    Percentage of vote: 43.33%

  2. classes (10 votes [33.33%])

    Percentage of vote: 33.33%

  3. don't want them at all. (7 votes [23.33%])

    Percentage of vote: 23.33%

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#1 warbrand2

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Posted 29 July 2010 - 02:16 PM

I personally think there should be weapon limitations aka one primary one secondary nades, and a melee. But the problem with that is players going around with smg1s and needing a rpg to take down a strider but the rpg is at the start and they are at the end. aka if there is weapon limitations then there would at best be some basic classes. also i think that if there is classes then each class should have a advantage' disadvantage over the others aka armor max and special weapons. I have some ideas for both on the end of this post. (ideas for weapons from here)

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 warbrand2

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Posted 30 July 2010 - 09:39 PM

so nobody has an opinion on this.

#3 Auxor

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Posted 31 July 2010 - 04:06 AM

I like the idea of a Heavy Weapons Guy (lolpun) with an RPG and Pistol, but if he had too much ammo he'd be way too powerful.

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 Shisnopi

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Posted 31 July 2010 - 02:26 PM

I like class based Ideas, but for a game like this it might mess with balance.

Though I like the idea of two weapons, a pistol, and a crowbar.

#5 PixilatedPunk

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Posted 31 July 2010 - 03:40 PM

I have always been a fan of having "classes" or "roles" but it is also nice for players to be able to customize their experience for how they like to play. I like the idea of "roles" better than "classes" as it seems roles are not pre-defined by the code and can be taken on at will through player customization and knowledge of the game itself. At this point I really can't tell you that this idea would or would not work or fit in Overwatch Mod. I certainly think the idea of "roles" would fit better than pre-set classes though.

#6 warbrand2

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Posted 31 July 2010 - 06:15 PM

well the ideas i have placed are more of roles then classes sense they can swap out there weapons. the only thing that would be permanent is the special weps and passive ability

#7 Halsh

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Posted 31 July 2010 - 07:12 PM

Roles would fit the mod more than classes imo, and if there was a limit to the amount of stuff you can carry as well as the ability to drop / swap slot items (swap your shotgun for a healthkit dispenser, for example, or a pistol for a small regenerating shield. Those were just random examples) then roles would naturally evolve into the game. It'd be nice to be able to contribute towards the team even if your FPS skills aren't that great, ala the medic from TF2; your FPS skills aren't that relevant once you've got your heal beam on someone, and it's more a case of coordination than pewpew for you.

#8 warbrand2

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Posted 01 August 2010 - 04:05 PM

I have been thinking about roles instead of classes how about use the ideas above as bases classes remove the armor and hp variations. players that want to chose there own role would use the basic rebel to start and play as they want but players that know what they want to do during the game can chose the other once if it fits there play stile hey you can always swap out weapons.



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 Halsh

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Posted 01 August 2010 - 09:46 PM

You could do it in that way, reminds me of Halo in that aspect. You could also go the L4D2 route of highlight the item you'll be picking up, with the player knowing major guns go in this slot, pistols go here, special weapons here, health kit/defib here and side item here, so there was no need to tell the player what replaces what. I think your method would work better though, as assuming there're items such as healthkit holder/generator, then it wouldn't naturally follow as to which slot it would go in to unless there's a slot for support items.

#10 warbrand2

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Posted 02 August 2010 - 02:37 PM

if roles of some type are added i found some old concept art for hl2 that shows different rebel types

Posted Image

Edited by warbrand2, 06 August 2010 - 11:11 PM.


#11 warbrand2

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Posted 06 August 2010 - 11:14 PM

Just wondering if roles/classes do get added what would you play as most based of the suggestions above or give your own start weapon combo for a role/class (just to get more ideas for roles or classes out there) if you give an idea and want to make up a weapon for said role idea post it bellow the role/class.

#12 Twitwi

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Posted 07 August 2010 - 05:29 AM

I like the fact that with roles you have an objective you need to for-fill as a team, like it tells what to do,
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 Wazanator

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Posted 08 August 2010 - 09:11 AM

I don't like the idea of classes in which the players start out with gear that is out of control of the mapper. Lets say someone wanted to make a map in which the survivor first had to raid a grenade cache so that they then could use those grenades to blow something up. Well if people can start as someone who already has grenades they can bi pass that entire part of the level.

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 A1win

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Posted 08 August 2010 - 09:41 AM

We haven't yet decided how exactly the weapon and equipment system will work, so at this point let's just say that all the weapons the players have access to in a map will somehow be defined by the mapper.

#15 Ranma

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Posted 08 August 2010 - 09:42 AM

Lol, Waz! This is Overwatch, not ZP:S. They're rebels, not survivors! :p

#16 Twitwi

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Posted 08 August 2010 - 09:59 AM

View PostRanma, on 08 August 2010 - 09:42 AM, said:

Lol, Waz! This is Overwatch, not ZP:S. They're rebels, not survivors! :p

I agree with this.

#17 Wazanator

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Posted 09 August 2010 - 01:14 AM

View PostRanma, on 08 August 2010 - 09:42 AM, said:

Lol, Waz! This is Overwatch, not ZP:S. They're rebels, not survivors! :p
lol Ranma I know :p (I've actually started a little basic work on a OW map that I'll post up screens once I feel the map is good enough and ill continue it)

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 WAXT

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Posted 09 August 2010 - 02:10 AM

View PostA1win, on 08 August 2010 - 09:41 AM, said:

We haven't yet decided how exactly the weapon and equipment system will work, so at this point let's just say that all the weapons the players have access to in a map will somehow be defined by the mapper.

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 A1win

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Posted 09 August 2010 - 05:02 AM

View PostWAXT, on 09 August 2010 - 02:10 AM, said:

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.
That's exactly what a role means: you choose what equipment to carry, and using that equipment becomes your role, even if all the players would be able to choose the exact same ones.

#20 warbrand2

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Posted 09 August 2010 - 06:01 AM

Just a thought but you could have maps that disable/ add custom spawn roles allowing the mapper to change the game play as needed for the map.





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