Class/Kit Suggestion ThreadIn an effort to keep these from eventually swamping the forum, I thought it'd be nice if we just had 1 thread for all our "class/kit" suggestions. I know this is a bit pre-emptive, but w/e

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Here are mine!
Note:
All %-reduction references to damage/recoil/etc. refer to default class/kit' values
The passive skills were made up in mind to NOT add any additional feature or overhead, just using the existing controls + key listeners.
Rifleman- Current default kit
- Carries automatic rifle (currently default)
- Capped at 45% of current team players
Support- Carries
LMG-- Fast rate of fire (+30%)
-- 100-120 rounds per magazine
-- Longer reload time (+25%)
-- Less damage per shot (-25%)
-- More recoil/spread (+25%)
- Grenade limit of 3
- More health (+25%)
- Capped at 15% of current team players
Sniper- Carries
SniperRifle-- Single-shot
-- Less recoil/spread (-90%)
-- 5 Shots per Mag
-- Longer reload time (+15%)
-- More damage per shot (+75%)
- Less health (-30%)
- Grenade limit of 1
- Passive Skill: Camouflage. Standing still + CTRL decreases soldier opaqueness by 40%, makes harder to see, but can't move
- Capped at 15% of team players
Medic- Carries
Sub-machinegun-- Same fire rate as default
-- More recoil/spread (+10%)
-- 20 Shots per Mag
-- Same reload time
-- Less damage per shot (-20%)
- Less health (-10%)
- Passive Skill: Healing. Standing still + CTRL increases soldier health at rate of 2/sec
- Cannot carry grenades
- Capped at 15% of team players
Stealth- Carries
SilencedSub-- Same fire rate as default
-- More recoil/spread (+10%)
-- 25 shots per mag
-- Less reload time (-10%)
-- Less damage per shot (-10%)
- Less health (-25%)
- Grenade limit of 2
- Passive Skill: Active Camo. Same code as Sniper's camo, but active at all times
- Capped at 10% of team players
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Kit SideNote:What's been thrown around a lot is the idea that these perks should come with weapons you can carry. The problem with that is carrying multiple-weapons, which creates a balance issue.
So another way of looking at classes would be
"Kits"Kits essentially allow for the same thing as team-and-class based gameplay roles, but allow for on-the-fly flexibility. Just pick up a Stealk kit and you immediately gain all the innate values expressed in the "Stealth Class", i.e. lower health and active camo, plus the gun. Then let's say you conquer the other team's base and need to defend against a counter-attack, then you pick up a Support kit and gain an LMG.
The kit limits would still apply, I think, for balancing. Having 50 units with stealth running around the battlefield doesn't seem like a fun idea.