Marine.... and different other classes
Kashio
Join Date: 2002-09-05 Member: 1281Members
I'm going to start a discussion....
I'm not sure how would you like to do this:
spawn as..
or build suit..
i don't know..
but my thought was, it would be much more interesting if there's other classes, or roles (whatever you want to call em) other then marines'
such as....
(give comment suggestions please <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I'm not sure how would you like to do this:
spawn as..
or build suit..
i don't know..
but my thought was, it would be much more interesting if there's other classes, or roles (whatever you want to call em) other then marines'
such as....
(give comment suggestions please <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Comments
they are'nt going to include "classes" like TF2 or DoD into NS2. you have a commander that determines what you can and cant have. sure with the new resource system the devs are discussing may change this a bit, but the fact remains that you will start the game as a 'vanilla' marine, and obtain guns and equipment later on. so "building a suit" as you suggest is the closest you'll get to selecting a "class".
this is also one of the great features of NS - the ability to change weapons and equipment ingame as the gameplay progresses, without having to respawn as a different class. it makes the marines more versatile.
the only suggestion i have is maybe give the marines the ability to drop their current suit (HA or JP, and any new ones that could be in NS2), the same way you can drop a SG to pick up a HMG. it would add to this versatility, and make it so you could completely change your "class" ingame.....
Buzzou also comes up with a very good idea, of being able to take off the armor. May I make a suggestion? What if instead of dropping equipment, one could recycle it at the armory and use that to buy new equipment at a discount or even of equal or lesser value?
very interesting <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
i can see that working well for the alien team too - sliders for speed vs armour, bite speed vs damage etc
Where did you read this?
i'm 99.99% sure thats going to be the case. it was in a devolopment blog, or one of the podcasts, or even a post by max or charlie in a thread... cant really remember. can anyone else confirm it, and maybe even provide a link?
yeah, I don't know this for sure, but i think, and the general consensus is that, there aren't going to be 'classes' for marines in NS2.
I think that was in the same podcast but I could be wrong. They talked about the skulk as a scout. Also, if you look at the progression of ability balancing in NS1 we saw bilebomb stop doing damage to marines and move from fade to gorge. Primal scream was moved from onos to lerk. The lerk and gorge became more pure support classes and the onos and fade became more pure attack classes.
Face it, for those of you uncomfortable with classes, I suggest you steer away from those objects the Commander drops, you wouldn't want you to become a heavy weapons or close quarters specialist. Yes, note the intended sarcasm.
I know there are those of us who like to play certain ways, some like to bunny hop, some like to pistol snipe, some enjoy ninja'ing a hive for the Commander, others having fun when they do room entry with a shotgun, and other still love helping other marines out with the welder ... and so on. I think a strong NS2 game would try to give substance to each of a players preferred play styles, so that they can be a part of the team and have lots of fun doing it.
NS1 uses life forms and equipment to make classes happen, why not just continue that trend? We don't have to be like TF2, but we can learn from their success.
Face it, for those of you uncomfortable with classes, I suggest you steer away from those objects the Commander drops, you wouldn't want you to become a heavy weapons or close quarters specialist. Yes, note the intended sarcasm.
I know there are those of us who like to play certain ways, some like to bunny hop, some like to pistol snipe, some enjoy ninja'ing a hive for the Commander, others having fun when they do room entry with a shotgun, and other still love helping other marines out with the welder ... and so on. I think a strong NS2 game would try to give substance to each of a players preferred play styles, so that they can be a part of the team and have lots of fun doing it.
NS1 uses life forms and equipment to make classes happen, why not just continue that trend? We don't have to be like TF2, but we can learn from their success.<!--QuoteEnd--></div><!--QuoteEEnd-->
Calling equip drops classes is stretching it. Classes tend to mean distinct bodies, equipment drop is modifying only slightly. Yes the end result could be modified fairly heavily from the first equip drop but there's no distinct <i>class</i> line. Is an awp-deagle T a different class from AK-dual T? No, because that's an equipment system and not a class system. NS marines are currently an equip system.
For the record I tend to call Kharaa lifeforms, but since this is a discussion about classes makes sense to call the Kharaa lifeforms classes since they are.
For the record I tend to call Kharaa lifeforms, but since this is a discussion about classes makes sense to call the Kharaa lifeforms classes since they are.<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh ok, hmm, I guess I always thought of classes as just another word for a roles within a team, and those roles seem to be determined by the type of equipment is being used, but you are right, the specialist abilities are much more narrow within a class but I thought that is what the Marine Heavy or Jet pack were like, very specialist.
But you are so right, it does offer far more flexibility than a class system. In which case, I don't want classes for Marines, I do want roles though. I would love for there to be enough flexibility in the system for a Marine or Kharaa to equip themselves with the right upgrades to become specialist roles that they have fun playing.
Yeah, roles is a good word. I'm not against templates as long as they don't have any special "class" characteristics. For example, the heavy template could be hmg-welder-pistol-armor but there's no reason that heavy would be restricted from carrying a gl or shotgun or flamethrower. SO I think you're right and I just got hung up on the word class, when we're really talking about roles.