[QUOTE=nailzor;425531](Take my post with a grain of salt, I just recently started playing)
I can not say that I agree with the opening post at all - some of the changes mentioned are pretty out there. A Medic receives ammo for dropping a medpack on a friendly target? No grenade on spawn? Engineer only 1 nade? Some of these things make very little sense to me so I must say loudly: Not so much! Is a Medic a Medic with hybrid Health/Ammo packs! NO!
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I’d appreciate some more detail on why you think those things are out there or might ruin the game. I am strongly against making things overpowered, linear, or non-sensical on the subject, and I definitely was just brainstorming (but with a lot of thought). A lot of the stuff mentioned I actually pulled from previous ET games like the HP boost on medics (though it occurred differently) and the more significant bonus soldier health. The most drastic suggestion was the medic depending on revives/heals for most of their ammo however, but this was to help solve the issue of rambo medics being so efficient without really nerfing them. Medics wouldn’t really change much in terms of their base strength (stronger/weaker), however they would be more proned to stick around the main group in order to be the most effective. Then the general idea of applying the same kind of reward to the FOPS as a result of being a team player also made more sense than just granting XP as a means of encouraging team play. The one thing about having soldier and fops as the most appealing killing classes is because this is where some of the ET games got it wrong. The goal is not to simply repeat what we are used to or ignore the fact that it became an issue, but instead to bring worth back to the other classes instead of just having them for specific objectives or because someone just finds them fun.
A lot of the reasons for why I divided up specific ammo counts/etc is to promote symbiotic relations between classes. Off the bat each class has the potential of easily out playing any other in a 1v1 situation, but in the larger scheme of things relations need to be established among the classes in order for them to get the most out of their life; ie team work. A soldier/medic/covert would want a Fops around for resupply as often as possible. A Fops would want to be around to resupply grenades to the soldier (and anyone else requiring them such as medics) so that breaking defensive holds would be less frustrating for the team and constantly resupply the team in general to be able to use his airstrike more consistently, as well as capitalizing on his potential to output a lot of damage into the enemy group. Medics would want to stick to groups in order to maintain sufficient ammo and in turn would encourage the medic to support more consistently than wandering off solo. Engineer would possibly be the most self-sustaining class if anything, which would make the most sense considering that they are the primary objective class and are currently designed to be most effective at holding fixed defensive locations or fighting from mid-range.
Again these things are just suggestions and I don’t expect all of them to work. I’m simply trying to break away from old habits because the goal of this game makes a lot of sense to me. Some of my ET/ETQW comp friends would always complain about why they wanted rambo medic to be the best in earlier alpha versions, but the only reason why they demanded it was because it was what they were used to and not what really would benefit the game or with any concern for the overall meta. I’m hoping that this thread won’t just be purely analysis of the points I listed, but instead people will also offer up alternatives or their own ideas regarding the subject. That’s my main goal here.