[QUOTE=wolfnemesis75;321160]Because right now it forces you to stay open to what a map presents as a challenge and promotes team tactics; you are going to be weak/strong depending on the map which adds to the team structure. Plus, it is more challenging currently. Plus, switching characters…that’s a lot more loading screens, longer wait times, and potentially more lag? Plus, you are asking for a lot when the game already has custom characters. And what other game does? Just the mere fact Brink has custom characters and includes them in cutscenes is radically different than other FPS games, and presents its own set of challenges; each character is a set package of information. And you’d also want to be able to switch between maps too? Ultimately, that’s a stretch for a console imo. An RPG can handle that with loading screens and such, but you’d also need time to load up another character. It sounds like a novel idea, but is not feasible in a multiplayer especially when much of matchmaking is optimized to set up a match and get people playing in the shortest amount of time.
The current system is a more streamlined way, and a more realistic design implementation.[/QUOTE]
Ugh, again with the unfounded logic. Of course it can be done. Claiming that the game can’t manage character switching is laughable as it only has to load the assests for the existing character. It would be no different if you were to load the manu, switch characters and then reenter the same game. In this case it would not load your character until it was selected or a change was made. As all of these changes would be done prior to the map actually spawning your character it would be absolutely fine and work exactly like the game handles it currently, just without having to return to the menu every single time.