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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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#21 WAXT

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Posted 12 August 2010 - 03:00 AM

View PostA1win, on 09 August 2010 - 05:02 AM, said:

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.
When you say 'role' it sounds like the player is left with whatever weapons they start with on spawn (like TF2 -and yes, i know they're "classes"). If players want to be a medic and carry a medkit fair enough, i just think that should come at the cost of carrying an extra weapon (ie, a weapon slot system). If that is your interpretation then i am perfectly fine with 'roles'.

#22 A1win

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Posted 12 August 2010 - 05:19 AM

What I mean by a role is the weapon and equipment loadout the player is carrying — basically everything the player can do. If all players can carry all weapons, then they all have the same "jack-of-all-trades" role. To make more roles, the players would be able to carry only a limited number of weapons, so different weapon loadouts would become possible. Some players would carry medkits and the others would have a sidearm instead. It doesn't necessarily mean that the weapons the players choose when the map begins are the only ones they can use during the game. They might be able to change their weapons somehow, like finding a weapon stash in the map, but not carry them all at once.

#23 Ranma

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Posted 12 August 2010 - 12:02 PM

What other kinds of weapons should could come for these roles? Like Medic packs, The shield (of course), but what else? Rocket launchers? Snipers? I'm begging you guys, give me a Gluon gun! :laser:

#24 warbrand2

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Posted 12 August 2010 - 01:20 PM

links to some of the ideas i have most of them are weapons and items.
random ideas
emp/hack tool
medkit ammo and armor ideas:

#25 WAXT

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Posted 13 August 2010 - 01:39 AM

View PostA1win, on 12 August 2010 - 05:19 AM, said:

What I mean by a role is the weapon and equipment loadout the player is carrying — basically everything the player can do. If all players can carry all weapons, then they all have the same "jack-of-all-trades" role. To make more roles, the players would be able to carry only a limited number of weapons, so different weapon loadouts would become possible. Some players would carry medkits and the others would have a sidearm instead. It doesn't necessarily mean that the weapons the players choose when the map begins are the only ones they can use during the game. They might be able to change their weapons somehow, like finding a weapon stash in the map, but not carry them all at once.
it would seem my friend that we have been on the same track all along. that is exactly what i had in mind.
if anyone wanted to go the next step further the mod could have a minor (and i stress the word 'minor') class system similar to Alien Swarm, but nothing on the scale of TF2. -just a thought.

#26 PixilatedPunk

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Posted 13 August 2010 - 01:04 PM

I have to say I do enjoy the class system for Alien Swarm.

#27 warbrand2

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Posted 16 August 2010 - 02:49 PM

I am stuck thinking about alien swarm even though both my comps can't play alien swarm I know how the level system works. That game me an idea having levels for both sides based on win loss percentage and kills the more wins the more xp a player gets. a player gains xp from kills 2x from kills as overwatch, helping team mates (reviving healing with medkits giving ammo .etc), and completing objectives. teh player would have to be limited to one primary one secondary and one melee of this to work.

idea for unlocking items to use on spawn.
P=primary wep
S=secondary wep
M=melee
G=grenade
MISC=misc
(???)= idea (usually posted somewhere else on this forum)

basic level
P-smg1
P-shotgun
S-pistol
M-crowbar

level 1
MISC-start armor (player starts with 25 armor

level 2
S-(medkit)
S-(ammokit)

level 3
P-spawns with smg1 grenades 1x
G- grenades on spawn 2x

level 4
S-revolver

level 5
M-riot shield

level 6
MISC- overwatch solders can take more damage when GM

level 7
MISC- armor gen 1 (armor regenerates to 15 when not taking damage)

level 8
MISC- more ammo (player spawns with 2x more clips)

level 9
P- (pulse turret)
S- (EMP/hack tool)

level 10
MISC- start armor 2 (player starts with 50 armor)

etc.


I think this is a good map for the way things are gained the problem is if this is added like this would it be server side or would the game keep track of the info.

#28 WAXT

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Posted 17 August 2010 - 01:34 AM

View PostPixilatedPunk, on 13 August 2010 - 01:04 PM, said:

I have to say I do enjoy the class system for Alien Swarm.
indeed. it has an excellent class system -perhaps something the dev team can draw inspiration from?

#29 Wazanator

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Posted 17 August 2010 - 08:05 PM

View Postwarbrand2, on 16 August 2010 - 02:49 PM, said:

Insert ideas for unlocks on level up

Giving out unlocks that only have pluses isnt a very good idea as it means new players will be at a huge disadvantage when they play with veteran players. Look at how Valve does it with TF2, all there unlockable weapons have positive and negative effects allowing for new players to still have a shot at beating veteran players.

#30 Shryko

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Posted 18 August 2010 - 12:56 PM

I agree that leveling can't just be positive, because then a high-level GM can dominate a group of low-level rebels... and he'll be getting xp, making the problem worse.

I think being able to switch the weapon styles is good, like a revolver instead of the pistol (lower clip, lower fire rate, higher damage)

...but if there's a net gain, then leveled players could cream the opposite team if they're a lower level.

#31 Shryko

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Posted 18 August 2010 - 01:13 PM

...with that being my commentary on the levels

I like the idea of the L4D method where you have the slots, though, they'll be harder to balance...

I like the thought of the "limited classes" like Alien Swarm.

except, I'd say it should be limited beyond even what Alien Swarm offers... ie. Have "heavy" or "light".

#32 A1win

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Posted 18 August 2010 - 01:42 PM

It's not a very good idea to have a level up system where your level doesn't reset when a new round starts. It makes it nearly impossible to balance games properly if each player can be of any level during the game. Also, if the game would be balanced so that the Overwatch team matched the levels of the players, what would be the point of gaining those levels in the first place? The game should remain fair for both teams. And since the rounds are so short, a per-round level up system would have to be limited to a very small number of levels if it was to be implemented at all.

Besides, a "level" is just a number that doesn't mean anything. The only thing that matters are the benefits you get by gaining that level, and those benefits could also be given to you without a level up system just as well.

#33 warbrand2

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Posted 27 August 2010 - 05:40 AM

bumping do to more people on forum.

#34 Dancing

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Posted 30 August 2010 - 10:52 AM

I don't think adding fixed classes or roles is a bad idea. I can only speak for myself on this and I hope other people can relate but I hate TF2 because of the whole fixed classes thing. I never feel like I can handle every situation or I feel trapped in my boring little role. I like flexibility to come and go as a I please with what I offer to the team. As it is now everyone starts off with a pistol, shotgun, and a sub-machine gun. This is a good idea because I can as a single person adapt to my situation and or adapt for the team. If someone really wants to play a role their are extra items randomly littered around the map (shields, ammo crates, battery's, med-kits, SMG grenades, grenades, etc...) that they can limit themselves to. As for something like a medic? why not just make it a weapon or tool? just have an arm band hanging from a hook on a wall, first come first served in regards to who can play it. Same with the hacking tool. As for rewards? why not just have higher strength weapons littered around when they are A) needed as in taking out gunships or B) just found later in the level or C) rewards for doing secondary objectives.

#35 Twitwi

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Posted 30 August 2010 - 11:56 AM

View PostShryko, on 18 August 2010 - 12:56 PM, said:

I think being able to switch the weapon styles is good, like a revolver instead of the pistol (lower clip, lower fire rate, higher damage)

who wants to use the normal pistol if 357 has better accuracy and 1 hit K.O.
The half life weapons are built so you evolve over time so you go from;
SMG to shotgun to AR2. In that logic:
SMG < shotgun < AR2,
And nerfing the HL2 guns isn't clever, it's annoying.

#36 Shryko

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Posted 30 August 2010 - 12:30 PM

I'm not suggesting we use the 357, I'm saying maybe something new... and it's the concept, not the specific idea.

Think of how TF2 has many alternate weapons, which have benefits over the original, but also have drawbacks. People will decide for themselves which better suits them. Neither is outright "better". That's distinctly different from HL official games, where you get the progression.

Don't nerf the HL2 guns. Make new ones that are completely different.

#37 Jgoodroad

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Posted 30 August 2010 - 05:30 PM

on the topic of weapon limitations, I understand people don't want one commando player with all the guns. but I would like an acceptable loadout (melee, secondary, two primarys, and explosive of some kind (to be determined in the map)). SO, I would suggest giving the player the normal loadout they have now, BUT only allowing him/her 1 weapon per weapon slot, (I.E. if they pick up a shield they drop their crowbar, they drop their smg if they want an AR2, and most importantly, dropping their shotgun if they want a crossbow)... this would fit well if you add some means of allowing the player to drop their weapons, or at least swap them.

#38 warbrand2

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Posted 30 August 2010 - 06:03 PM

(current pole 15 want in some way 6 do not.)

I am currently thinking that rules would help overwatch in some ways hurt it in others it would help it by making the rebels have to think and plan out who does what and how they do it while changing it to the GM's play stile. but hurt it in the way that some people like having an armory in there pocket making some people reluctant to try it so i have been thinking why not make rules map specific aka one map would be teh jack of all trades hl2 game play the other would be gorilla tactics and strategy based on what rule players take and how well they do it.

(i have no idea what i just typed)

#39 warbrand2

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Posted 12 September 2010 - 03:13 PM

Just wondering when roles do come into overwatch will there be any custom weapons other than medkits and possibly the emp/hack tool?

#40 AndY

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Posted 19 September 2010 - 07:50 PM

View Postwarbrand2, on 12 September 2010 - 03:13 PM, said:

Just wondering when roles do come into overwatch will there be any custom weapons other than medkits and possibly the emp/hack tool?
Possibly. We'll start with one or two abilities first, just to test it out. If all goes well, we can definitely start exploring other options.





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