Warning: This is a long read, proceed with caution…
So, in Brink with the 24 ability points earned by a fully-leveled character, you pretty much can load up any single class with all abilities, pick most good Universal abilities, and almost fill a 2nd class with its most important abilities or instead pick 2-4 of the better abilities of the other 3 classes.
If you’re smart about it, you don’t even have to fully load up a class, as you only have enough space on your Ability-Wheel D-Pad thing for 3 abilities. So, for example, if you’re an Engy, on the D-Pad you can place either Mines, Kevlar, Pyro Mines, and Turrets. That’s 4 items for only three spots. If you choose to not hand out Kevlar, and instead go with the other three, why waste an ability point on the Kevlar?
With this in mind, there are very many Level 20+ characters out there that are actually 2-class characters. Every one of my characters other than my medic, is also a very good medic. I have the 2 extra supply pips, Laz Nade, FRU, Improved Life Buff, and maybe either Meta/Speed/Adren on my Engy, Soldier, and Ops characters.
My Medic has the few team-buff abilities from both Soldier and Engy. My Jack character is split between the four classes (minus Ops) with mostly teamwork/buff abilities.
(I’ll explain WHY a bit later, but) My idea for Brink 2 is to designate a MAIN class for each of your characters so the abilities you can purchase are limited to that character only, plus just a few for each of the other classes.
For example:
If you choose to make an Engy, he can fully max out the Engy Abilities, but you’re restricted to no more than 2-3 abilities for the other classes… including Universal! Perhaps even restrict it further to NOT allow a specific character class to use any of the Rank 5 Abilities of the other classes either.
“Who told you to do this? This was not the plan! …What were you thinking!?”
I believe this will really enforce better teamwork and will stop players from being able to main 3 classes per character (Universal/Engy/Medic or Universal/Soldier/Engy, etc). It will give your characters a better sense of being unique, and not just another 3-class mash-up that can pretty much run an entire match without the need for much help from your teammates. You’ll still be able to switch classes mid-match if necessary to complete an Obj, but obviously, you won’t have as much as an advantage.
I also want the Universal abilities (with some tweaking) as its own class, so true Jack characters will get to use all Universal abilities and only 2-3 of the other classes. I would do these ability swaps:
Soldier Scavenge to Universal
Medic Transfer Supplies to Universal (and give it a BIG boost in XP award)
Universal Combat Awareness to Soldier
Soldier Flashbang to Medic or create a new ability and give Medic a Smoke Grenade
Either FB or Smoke will help the Medic enter a battlefield with some cover and heal some people.
So, in addition to this BIG design change in this area, I’d like to add a couple of other “nice-to-haves” if this idea was ever implemented:
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Character switching between matches. I wish this would be a function for Brink 1, but if my idea above would be implemented, then we’d definitely need to ability to switch characters between each match (not during), without having to drop out to the main menu. Going from an O map to a D map, I’d definitely want to change from a Soldier to a Medic or an Ops to an Engy, etc.
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Customized outfits for specific classes. I’d still have many customizable clothing options in the game, but make them unique per class. Give Medics some doctor scrubs and the sort. Give Ops the black leather and tight ninja suits. Give Engies the hard hats and bomb suits. Give Soldiers the bullet proof vests and helmets, etc. This way, we’ll be able to see unique characters running around the battlefield, but we’ll know what class they are by just looking at them. Each class could still have a choice of 50 different clothing items to mix and match, just that most clothing items would be unique to each class.
Ok, break time is over, I gotta get back to work…
