Class specialisations


(tokamak) #21

Field ops:

  • Ammo packs become grenade packs, with cooldowns and maximum amounts adjusted to balance. Could even make the grenades weaker than the ones you start with.
  • No artillery or airstrike, instead a smoke grenade. This smoke grenade last short and has a limited range compared to the smoke strike from the field ops speciality in the original post.

A class specialised around (less lethal) grenades as well as smoke really focusses on disrupting the other team’s plans and forcing them to relocate when they don’t want to.


(rookie1) #22

Just want to suggest you guys at the end Keep the game Clean …try not to wanted to add all kind of Stuff that will complicate the Games understanding with too much Gadgets and abilities…That could be armfull… imo


(tangoliber) #23

There is a point where you start to dillute the game too much with variety…but at the moment, I feel that the game is too vanilla.

I’d like to focus on well-designed gadgets that really add variety to the meta-game, (such as deployable shields.)


(tokamak) #24

I’m a big fan of gadgets and abilities, but they NEED to come at a substantial cost even to the point of almost not being worth it. And as long as it doesn’t get to weird there’s a lot of things to give more variety to this game.


(iwound) #25

i disagree with all the OPs ideas as they would create a totally different game.
please dont stop though as they are all interesting. i just dont agree.
in general i would rather see a fleshing out of whats already there.
these ideas would be more suitable as mod features if that were possible.


(warbie) #26

I’m of a similar mind, iwound, and would personally like the absolute bare minimum of weapons, gadgets and classes. Keep everything tight and balanced, sort out the gameplay, and you’ll have more depth than any number of additional extras could bring.