Had some brief mention of some of these things in other threads, and really since the dawn of the genre of ET games. The question is how do we effectively facilitate an incentive for teamwork and establishing some sort of meta-game without upsetting the masses or losing flexibility in play style. Brink tried too hard to force teamwork and class variance by using buffs and I don’t believe a TF2 style system is wanted, but here is a completely new and unique idea I have for approaching the meta-game. These are just a list of ideas per class, so comment on them individually if possible.
Medic:
- Lowest main weapon ammo capacity (25)
- Lowest main weapon starting ammo (2 clips); max 3
- Gains 4 ammo per medpack used on friendly non-med
- Gains 4 ammo per revive
- Can gain up to +10 max HP (increases +2 per revive until maxed or death)
- Does not spawn with a grenade (max slot 1)
- Drops a medpack on death
FOPS:
- Medium main weapon ammo capacity (30)
- Highest main weapon starting ammo (4 clips); max 4
- Can give out a grenade and ammo pack to friendlies (max capacity of 2 nade packs on moderate c/d; each pack grants 1 grenade)
- Gains 5% recharge reduction on air-strikes/arty per ammo/nade pack used on friendly
- Gains bonus multiplier on headshots of 2.25x (versus normal 2x)
- Spawns with 1 grenade (max slot 2)
- Drops an ammo pack on death
Soldier:
- Highest main weapon ammo capacity (40)
- Low starting ammo (1 clip main/1 clip secondary); max 3
- 115 HP (15+more than normal classes)
- Spawns with 2 grenades (max slot 2)
- Grenades have a bonus splash radius
- Drops a grenade pack on death
Engineer:
- Medium main weapon ammo capacity (35)
- Medium starting ammo (3 clip main); max 4
- Can plant a separate C4 charge
- Spawns with 1 grenade (max slot 1)
- Drops an ammo pack on death
Covert:
- Special ammo clip size (5)
- Low starting ammo (2 clip); max 4
- Deals bonus damage with knife
- Spawns with 1 EMP grenade [temp disables turrets/EV] medium damage to players] (max slot 2)
- Drops a UVdrone pack on death (quick radar sweep in fixed radius)
If the weapon mechanics end up changing, then all of this would obviously alter. The organization and functionality however is the general idea that would apply to the system.
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