by FearItself » Tue Aug 12, 2008 1:25 pm
Notes from Unknown:
## I didn't get to revise, or finish the draft, but I gotta go.
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I'd like to toss in some of my ideas since we're doing something new:
Only thought about the Marines, sorry.
I am a firm believer in the concept that everyone can learn and utilize all abilities, but can never master them; hence classes. I had the feeling you where setting up the Marines to have key functions restricted by class that would work excellent in teamplay. The problem is, the MUD has a weak PBase and it creates to much of a strain on everything.
Why is the medic the only one who can heal? Why is the sniper the only one who can hide in a bush? (Assuming) why is the specialist the only one who can install defensive points? IMO it would be better if a race can at least utilize the lowest form of equipment and all abilities where a class amplifies those abilities to a greater use.
Now onto some Marine class ideas:
0) Rifleman [CORE]
1) Smartgunner [STRIKER]
2) Assaultman [STRIKER]
3) Marksman [STRIKER]
4) Combat Engineer [CONTROLLER]
5) Recon [CONTROLLER]
6) Field Operator [CONTROLLER]
7) Specialist [DEFENDER]
8) Technician [DEFENDER]
9) Medic [LEADER]
10) Squad Leader [LEADER]
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[1] Smartgunner [STRIKER]
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The Smartgun Redesign:
I do have one logical dislike here, the suppressive fire ability. It is not possible for a smartgun to do that! We fooled around one day and made a smartgun with AUTO-TARGETTING that fired off about 12 rounds every 2/10ths of a second with the lowest selection of damage; Place it bluntly -- It worked and felt like a smartgun, it was also pretty balanced.
PROS:
* It grinds down an opponent's HP consistantly over time.
* Prevents an opponent from hiding/installing since they're constantly being hammered.
CONS:
* Though by accident, auto-targetting was made realistic in that it scans each exit before adjusting to fire again. This means if the Marine panics running around, or the opponent sparatically moves then it will hinder the firing speed of the smartgun; it is almost required that the Marine stands still while shooting and that in itself is a serious downside.
* Taking down an opponent almost always eats up one drum of ammuniton; huge burden on the ammopack.
* Only good for taking out a single opponent; will loose a fight against multiple targets.
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- Nothing comes to mind about abilities for this class, just the resdesign of the weapon; sorry. To me the smartgunner has nothing special to offer the squad except to be the main damage output. The stand alone class which is nice to have around for its powerful attack. The class that should focus only on killing.
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[2] Assaultman [STRIKER]
* The assaultman is dedicated to eradicating bunkered positioned. It excels at both long and close range combat focusing on radial splash attacks along with flushing out hidden opposition. This class should not be capable of dealing with opponents single handedly; it would be designed to counter multiple opponents dealing moderate damage across a radius.
- Wetshot Ability
- M5 Rocket Propelled Grenade Launcher
- Satchel Charge
- Advanced Grenades
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[3] Marksman [STRIKER]
* The marksman is dedicated as the point spotter of the squad, taking down specific threats. The "Sniper" would be broken down into two classes to add more versatility; the Marksman focuses more on the combat aspect, while Recon focuses more on the stealth and scouting end.
- CalledShot Ability
* % chance to inflict bonus afflictions to shots.
- Aim Ability
* Charged skill; Marksman aims for the chest of the opponent causing vital damage if successful. Maxing the charge grants a devastating headshot.
- Designate Ability
* Points out a target to the squad, weakening the target's armor.
- Accuracy Ability
- Can adjust sentry guns, but not install them.
Group Bonus:
- Increases the damage and coordination of the group.
- Receives a large coordination boost to itself if a Recon is grouped.
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[4] Combat Engineer [CONTROLLER]
* The CE is dedicated to setting up defensive positions & demolitions on the field as well as immediate offensive breeching against opposition.
* This class is not meant for a foward combat role. *
- Weld Ability
* Can only be used on a closed door, spawns a destroyable object which restricts the open CMD.
- Blockade Ability
* Spawns a destroyable barricade on both sides of an exit; both sharing the same durability. This barricade does not prevent movement, but hinders it causing movement lag. A large object is needed to blockade an exit; they would need to be added to zones.
- Bonus to destroying objects.
- Low quality installation of mechanical defenses.
- Mines/Traps
- Satchel Charges
- Advanced Grenades
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[5] Recon [CONTROLLER]
* The Recon is dedicated to gathering intelligence and infiltration and can fill in for the Marksman.
- Advanced Motion Tracking
- High quality installation of motion sensors, alarms, etc.
- Scouting Abilities, such as getting a radial view of every PC in an outdoor zone, etc.
- Lower quality Marksman abilities.
Group Bonus:
- Increases the coordination of the group.
- Can direct the group to utilize more stealth options.
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[6] Field Operator [CONTROLLER]
- Air Support
- Artillery
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[7] Specialist [DEFENSE]
- Group Tank
- Buffs the defenses of a squad.
- Installs mechanized defenses.
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[8] Technician [DEFENSE]
- Group Tank
- Buffs the groups combat abilities.
- Temporarily upgrades group weaponry.
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[9] Medic [CONTROLLER]
- Group healer.
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[10] Squad Leader [CONTROLLER]
- Group buffer
-- Unknown, I'll think more in it when I have time; feel free to jack anything you like.