It hasn’t been talked much about for a long time now, but if it’s going to become a part of the game we might as well start discussing it.
What is an “ultimate”? What are potential risks? What would it add to the game?
Based on what I felt SD wanted “ultimates” to be are highly situational or skillful to use tools for each class or each individual merc. This doesn’t mean an ultimate would be an auto-target OHK weapon or anything that gives simple stats advantage per say. Instead these ultimates would need to be very dependent on a number of variables to make them useful at all. The bonus of these however would mean that if used to their maximum potential a team or player might be able to impact the game in a few given moments or base some strategy around their use. The difference between an “ultimate” and a standard tool would be that an ultimate would have an extremely long c/d and would need to be used intelligently to be truly impacting.
The potential problems with ultimates would be (1) making them indeed skillful/situational and balanced among all classes/mercs. (2) allowing the ultimate system to provide fair opportunity between both defending and attacking teams. The first part is straightforward, just ensure that all ultimate abilities meet the guidelines. As far as ensuring that ultimate distribution was always fair is a bit more difficult. SD suggested ultimates be unlocked based on earned XP, but that presents some obvious problems. My suggestion would be to make ultimates available after a set time for all players (say 3minutes), and once used by a player would result in their ultimate c/d bar across all classes to reset and begin to recharge. There after making the “ultimates” available again after X amount of time throughout the rest of the game.
The equivalent of this idea of “ultimates” in an FPS already exist. CS has economy. Quake has item/power up spawns. The main turn-off with these systems is that in many cases it becomes all about being the first to gain momentum, after which it is an uphill struggle for the other guy. This can be easily avoided via something like I previously suggested. The good thing about having something like these proposed ultimates is that it adds an interesting creativity and dynamism to the game play and give the much needed definition to classes/mercs. It would also give Xt the unique feel it needs when it comes to class based obj game play.
Ideas for Ultimates
A lot of this was discussed in the actual progression unlock thread, so I’m just moving my original thoughts here. Please post your own as well, and try to make them follow the guidelines of how these things would be intended to function.
My idea on ultimates would be to offer 2 choices per class or character. These two choices would fall into the category of a “support ability” or an “offensive ability”. These abilities would also need some more significant potential than the normal abilities to warrant them as “ultimates” to begin with. I think it would be best to avoid any straight damage abilities or access to superior weaponry, but instead just offer a specialized tool that only becomes truly useful if a player/team can follow up on it.
Just some of my own random thoughts…
Supportive;
Medic- AOE Revive Grenade
FOPS- Global resupply (instant ammo resupply)
Soldier - Grants a single frag grenade to all teammates (stays available in inventory until used)
Engineer- Mobile Cover (moveable cover of some kind)
Recon- UAV
Offensive;
Medic- Adrenaline (gives a move speed boost to one player, which lasts until death or X seconds)
FOPS- Smoke (a long lasting large AOE smoke grenade)
Soldier - Flash bang (large flash radius on this one)
Engineer- Deployable MG
Recon- Ability Lock Grenade (temporarily disables normal and special abilities from being used for X seconds by effected players)

,drone isnt needed 