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 Post subject: Class Suggestion Thread
PostPosted: Wed Jun 29, 2011 9:21 pm 
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Class/Kit Suggestion Thread

In 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 :P

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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.

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Last edited by Imxset21 on Thu Jun 30, 2011 3:39 am, edited 5 times in total.

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PostPosted: Wed Jun 29, 2011 9:30 pm 
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LOVE these ideas! I'd be playing mostly as a
Imxset21 wrote:
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 20% of current team players


for it has some nice benefits. :)

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PostPosted: Wed Jun 29, 2011 9:33 pm 
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Rendered wrote:
LOVE these ideas! I'd be playing mostly as a
Imxset21 wrote:
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 20% of current team players


for it has some nice benefits. :)


I know, I would too! :D

I was thinking of perhaps merging the Medic class with the Support class (as in BF2:BC), but decided it was too cheap.

I'm thinking that to add balance, it'd be best to have grenades limited to just those two classes.

I made these with simplicity in mind, it takes a LOT less code to write/tweak. The AI code would mostly be what would be difficult to write.

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PostPosted: Wed Jun 29, 2011 10:04 pm 
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I'm just going to copy paste the comment made on the blog.

OzyTheSage wrote:
The other thing they seem to want added are classes. Personally I’m not entirely sure about this idea, perhaps they are all the same except each one gets a special skill. For example, any soldier can stabilize a soldier but only a medic can get him up, or just heals them faster. An engineer could build sandbags and bunkers and other things (dig trenches maybe? Not sure if the game could handle something like that) and repair vehicles quicker if those are implemented. They seem to want a stealthy class the most though, one that could see the field of vision on enemies and have a suppressed weapon. I don’t think the classes should have a huge impact on the game, just something your soldier just happens to specialize in and do better than the other soldiers.


Pasik wrote:
I wouldn’t go for classes per se, I’d make it so that there are variety of weapons and equipment in the bases, and you can there pick up the stuff that you need for your approach in the next mission. So simply, if you’d like to go stealth, you’d find yourself a suppressed weapon (your team would need to automatically adapt to this also), maybe that would give you a small increase in movement speed as well. Who knows in the future, you might find those special goggles somewhere, that would allow you to spot enemies better and it could also visualize their field of view to some extent. The medic feature could be made so that you need to carry a medical kit, without that you’re not able to help the wounded. The trade-off for carrying such a kit would be that you can e.g. only carry a hand gun for fighting.


I like Pasik's idea, myself. Basically instead of classes, you can do different things depending on which weapons you pick.

EDIT: I just wanted to add my two cents as well.

There could be a fireteam leader loadout that gets a grenade launcher instead of throwing grenades, which shoot further but don't lob over obstacles as easily. The medic loadout could get smoke grenades instead of HE/frag. The 'stealthy' loadout would get smoke grenades too, probably... maybe we could just have smoke grenades be a completely separate button press?

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PostPosted: Wed Jun 29, 2011 11:11 pm 
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Ozy, that is a 5 star post.

I kind of like a fusion of the two though. You would have different kits in the bases, a stealth kit with a suppressed/sniper weapon and it makes you less visible, an engineering kit that lets you repair vehicles, make barricades, and if there are vehicles at some point, gives you an RPG, a medic kit that allows you to heal, but carries a weaker gun.

Everyone starts off as what is set up as the current default class, and only one kit at a time. If you kill an enemy that's got a kit, they drop it, and you, or someone on your team can pick it up.


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PostPosted: Wed Jun 29, 2011 11:53 pm 
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Waldo wrote:
Ozy, that is a 5 star post.

I kind of like a fusion of the two though. You would have different kits in the bases, a stealth kit with a suppressed/sniper weapon and it makes you less visible, an engineering kit that lets you repair vehicles, make barricades, and if there are vehicles at some point, gives you an RPG, a medic kit that allows you to heal, but carries a weaker gun.

Everyone starts off as what is set up as the current default class, and only one kit at a time. If you kill an enemy that's got a kit, they drop it, and you, or someone on your team can pick it up.


Really liking this idea. That way, you can still have things like health/stealth buffs and abilities, but without having it based only on weaponry.

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PostPosted: Thu Jun 30, 2011 12:02 am 
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Quote:
I wouldn’t go for classes per se, I’d make it so that there are variety of weapons and equipment in the bases, and you can there pick up the stuff that you need for your approach in the next mission. So simply, if you’d like to go stealth, you’d find yourself a suppressed weapon (your team would need to automatically adapt to this also), maybe that would give you a small increase in movement speed as well. Who knows in the future, you might find those special goggles somewhere, that would allow you to spot enemies better and it could also visualize their field of view to some extent. The medic feature could be made so that you need to carry a medical kit, without that you’re not able to help the wounded. The trade-off for carrying such a kit would be that you can e.g. only carry a hand gun for fighting.


This would allow for some variety in bases too and give some reasons for fighting over certain areas. For example a standard base may contain basic rifles/medkits, while one place such as an "armory" could contain high-tech stuff such as an silenced stuff or heavy-MG.

another thought, to resupply these places we could have trucks come in every so often. This would allow the team who does not own the armory to conduct raids to grab weapons which would be otherwise be unavailable.


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PostPosted: Thu Jun 30, 2011 12:07 am 
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Well, as I mentioned in a different thread, I don't know about new worlds, but in the current one, each base could hold a specific type of kit/ weapon.

IE:
Farms: Stealth
Trenches: Engineering type things
Academy/ Hospital: Medic


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PostPosted: Thu Jun 30, 2011 12:08 am 
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I feel the stealth unit count should be the smallest. Having so many stealth units destorys the purpose of stealth.

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PostPosted: Thu Jun 30, 2011 12:09 am 
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I don't support classes, they're overused. Rather, just pick up guns as you go, that'd be fun.

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