Tajin wrote:
(1) SMGs
(1) Assaultrifles
(1) Sniperrifles
(1) Machineguns
(1) Rocket launchers (model could include a backpack with rockets, so its easy to spot)
(1) Flame thrower (... this would be awesome)
(1) Pioneer kit (building)
(1) Officer kit (doubles the max-amount of squadmembers etc. ?)
(2) Handguns
(2) Repair kit (for repairing vehicles/structures)
(2) Medi kit (reviving?)
(2) Grenadier Kit (carry more grenades)
(2) Kevlar armor aka. soldier kit (you can take more hits)
(2) Camoflage kit (harder to spot + ability to place bushes)
Stealth flamethrower could get irritating though :p.
I feel that the design goal is to keep things simple, however, if people were stuck for combinations, you could offer 'hints' of combinations and the role they could expect to play. This could be shown as some kind of spawning screen where you choose what things you want to spawn with. But again, this is probably making things more complicated than necessary.
So here is my hypothetical way of taking this a step further anyway (things get complicated so fast, though!)
Each item in both slot 1 and 2 could have a representative 'assault' 'support' and 'utility' value. These three values would be shown to the player as the kind of role they could expect to take.
Assault - frontline combat
The Assault role forms the core of any fighting force. Assault class soldiers find themselves at the front line, absorbing and delivering the straight-forward force that is required to take objectives.
Support - auxilary combat (more specialised, situational role)
The Support role assists the Assault role in many ways. Support class soldiers take on more specialised roles, where they are suited to dealing with tanks, close-quarter or long-range combat, and other unique situations where an Assault might be less-than-well equipped.
Utility - not necessarily fighting (but probably doing something useful)
The Utility role keeps their side pushing forward. A Utility class solider keeps allied vehicles and troops alive, and establishes defenses to aid his or her side.
Based on the above post and my own interpretation;
SMG, Assault Rifles, Machine guns, Handguns, Grenadier kit, Kevlar Armor all come under 'Assault'.
Sniper Rifles, Rocket Launcher, Flamethrower, Officer kit, Camoflage all come under 'Support'
Pioneer kit, Repair kit, Medic kit all come under 'Utility'.
Also; kinda awkward if you, as an officer, take anything other than a pistol. Unarmed much? (but cool - full time commander).
Sniper Rifle + Camoflage = 100% Support = '
Support'
Assault Rifle + Handgun = 100% Assault = '
Assault'
Machine gun + Medic kit = 50% Assault, 50% Utility = '
Assault/
Utility'
Have 3-5 preset/saveable classes.
Just my thoughts on it.
Edit; added expanded role/class descriptions.
Edit again (and again); formatting.