[QUOTE=Seiniyta;460787]Now you have to go the barracks to select your character. I’d like to see that moved to before a round starts, or when you just join a server. there’s always some time before a round starts to choose your characters for that round. (it should remember the characters also from when you played last). the interface shouldn’t just show the artwork of that particular character, how awesome it is but instead show a 3D model of that character doing silly/cool animations. Which already adds some personality to them. A static piece of artwork doesn’t really do that.
[/QUOTE]
Like TF2 Character selection? 
Dirty Bomb Closed Alpha Progress Update - August 6th 2013
Somewhat, but if there’s going to be 20+ mercs that selection screen will look clumsy.Maybe a collum to the left where you select the merc and on the right the model appears.
We are hoping to get to a point where the selection of your roster for that match is done after connecting, when you can see your team’s rosters. It does have some technical complications though so we need to figure those out first.
Somehow I have the battlefield series in my head with the changes that all classes can complete objectives. I think, that it was unique for SD games that you have different classes to complete different objectives. But anyways, let’s test it. Its hard to say if its good or not without having played/tested it 
I feel like the mercs really have to stand out / have worthwhile characteristics, as to eliminate stacked teams of a certain merc/class. And with the mention of synergies I thought about what if the characters have some sort of non-stackable auras? Like +10% clip size from field ops, +5% damage from soldier, faster build time from engis, and so on, either to people in the vicinity or to the whole team? Just an idea, and don’t know if it’s been discussed yet somewhere.
It’s currently likely to be released tomorrow, IF we don’t run into any more bumps along the road 
A quick heads-up that this update will include a full re-download of the game since we’ve changed the way we build things.
Ok so we shouldn’t get our hopes up 
Anymore Update progess posts coming our way this week, or a road map update?
[QUOTE=Smooth;460815]It’s currently likely to be released tomorrow, IF we don’t run into any more bumps along the road 
A quick heads-up that this update will include a full re-download of the game since we’ve changed the way we build things.[/QUOTE]
good lord i hope the p2p network will have plenty of seeders otherwise that **** is going to take forever
I think it’s possible to conserve the advantage of class based objectives with class-less objectives.
To do that, the game should propose to the players to choose one role during a game, this role is independant of the class/merc.
For example, if the attack team needs to plant a bomb, then hacks an objective, then escorts a vehicule, we can imagine that the attack team have 2 role slots for carry a bomb, 2 role slots for carry a hack utility, and 2 role slots to carry a tools to repair the ECV.
During the game, anyone of the attack team can take on of this slot, like with the class system selection. Like in Red Orchestra 2, when you join a squad, you can take a place in the squad (squad leader, rifleman, etc.)
Finaly, defense and secondary objectives may request others role slots.
With a such system, what it’s important is to indicate to others players (allies and ennemies) when a player carry a bomb, for example.
And of course, a possibility to force a player to release a slot through a vote.
The advantage of a such system is that we conserve the principle that only some players can realise an objective, which is a core feature for the teamplay.
And SplashDamage can also work in total freedom on mercs to attract players to buy new mercs, with no restrictions/limits on the objectives system.
But the drawback of this system is that if all slots of a role are occupied, an another player can’t choose to play this role/objective (But, hey ! We are here for the teamplay !).
I kinda like the idea - very similar to limiting classes (so a team could only have 3 engineers for example). Releasing a slot with voting to prevent griefing is a nice touch.
Oh well…
This won’t work, pretty sure.
Class-agnostic objectives will break the game as it will surely become a lemming party. Nice for some people who wanted to have 6 min long maps, but that’s not for me.
Also, the reason why I never switched from QW:TF to TF2 was that it lacked grenades. I cannot possibly imagine playing an FPS game without being able to use nades. Who’s genius idea was that? Playing one-two specific characters who have access to nades is a no-go for me.
Oh well, I will test the new patch a bit as I feel obliged to do, but that will probably be it.
[QUOTE=Ashog;460864]Oh well…
This won’t work, pretty sure.
Class-agnostic objectives will break the game as it will surely become a lemming party. Nice for some people who wanted to have 6 min long maps, but that’s not for me.
Also, the reason why I never switched from QW:TF to TF2 was that it lacked grenades. I cannot possibly imagine playing an FPS game without being able to use nades. Who’s genius idea was that? Playing one-two specific characters who have access to nades is a no-go for me.
Oh well, I will test the new patch a bit as I feel obliged to do, but that will probably be it.[/QUOTE]
Same on my side, I don’t play TF2 cause of this lemming rush style game, and no nades + strange weapons . nades specific ability for 1 or 2 characters ? no way … NOT ANOTHER TF2 PLEASE !!! That’s 1 000 000 % Lemming rush game now … Gonna test the update but for the moment with all this good news I’m really afraid of what’s DB look like in the future … do I just waste my money and time ? Probably … big disappointment for me.
beside frag nades there are presumably flashes, concussion, smoke, emp, molotov nades, airstrikes, mines and so on
well I think it isnt a bad idea if certain classes/chars get different types of explosives
btw TF2 has 9 classes, basically one weapon per class which suck; but the game isnt supposed to be serious imo, just one big fun clash^^
I have a question for Anti. If all classes are able to do objectives and certain classes are able to perform objectives faster or more proficiently than others, how does that proficiency per class intuitively get recognized by the player?
The player performing the action has a different tool depending on the speed, E.G. Pliers = 20% speed, Wrench = 50% speed, Blow torch = 100% speed.
Recognizing the speed of an opposing player is tougher though, that’s going to require knowledge of that character, but maybe there is something we can do for that as well (although this is the same problem you’d have now in identifying the combat threat of any character).