Q3 has been around for ages, QL is just a carbon copy of that. I wouldn’t even consider this a team based game either. When I think Q3 I think arena DM. UT3, another arena DM, failed because they tried to dumb it down for console players (other reasons as well.) I couldn’t stomache playing that for more than a few hours and I’m a pretty big UT fan (played UT2K3 and UT2K4 a lot.)
Tribes I can’t really say much about, I tried it out, didn’t like playing on ice skates and never touched it again, just not my style of FPS.
Lets look at real, fast pace class based team games:
RtCW - Successful for 4+ years
WET - Still played today!
TF2 - Successful for who knows how many years and still played today
ETQW - I didn’t play this too much because I’m not a fan of vehicles.
Brink - The list of reasons why this game failed is extensive, by no means should this game be used as a reason to not build a true, fast pace class based game.
I was going to put Bad Company 2 and then I started laughing at how trolly it sounded because their is nothing fast about this game, though it is team based and was somewhat enjoyable.
If I missed any that are more recent go ahead and list them.
What I’m getting at here is that their hasn’t been a “true” fast pace class based team game released for several years. SD can fill that niche and perhaps expand off of it but it feels like you’re scared to do so and instead add elements to slow the game down (escort, speed acceleration, sprint cancel on every action, objective touch times etc.)
You guys really just need to cut the bull **** out and make a smooth simple game and expand off of it. That doesn’t mean bloat it with a bunch of half ass mechanics to make it awkward. That means to add depth while staying true to the smooth and simple mentality (KISS.)
Edit: On another note if you’re trying to make another 10 year game I believe those times have passed unless you make a ground breaking MMO or an entirely new genre.