[QUOTE=DrpPlates;339445]on a serious note, i would prefer the ability to change characters during a game…
create a character per class- med, engy and so on… and focus earned ‘abilities’ on them specifically and switch between them during a game…
that would be ideal…
as it is now, i see no reason to create another character… i just have one… it was all i needed when i played…
but hey, thats just my opinion.[/QUOTE]
The whole concept of having a “character” in a multiplayer FPS is asinine to me*. I can kinda see how it might work if your character is just a skinned label for a particular loadout of skilltree combinations. You then swap between characters at command posts with a recharge timer determined by command post ownership and turn the whole thing into a gameplay mechanism where command posts are actually worth something.
Except it isn’t. It’s like this mechanism exists solely to make the concept of having a character artificially important.
It’s another one of those odd contradictions in Brink, like how it’s supposed to give you more complete control with SMART but throws all your interactions onto the same button, like how the bodytypes are supposed to let you choose a playstyle but only one is worth using, like how you can change class at any time but not the specialisations that work with those classes.
*I can kinda see the forced ‘character’ stuff working in an MMO setting (like Planetside, say), because then you have a large number of players together and you can organise into sensible groups. On a server with 8 player per side max, suddenly team composition is almost a zero-sum game, except with the individual cards in each deck being drawn randomly from the people playing that day. I don’t know how it’s possible to even make that kind of team setup work when you try to force players to play a single character all the time. You have random teams of players, where each player is forced to maintain a persistent character. I can’t even begin to make sense of it.
It’s like Brink has been fused together from two individual games that had entirely different approaches in mind.