What About Classes ?
Nasdero
Join Date: 2008-11-11 Member: 65423Members
<div class="IPBDescription">just a suggestion ...</div>So i think what about implementing classes (Marines) to NS
- Medic (Has like in BF medpacks that refill slow)
- Support ( Same as medic but ammo)
- Engineer (Is the only one that has a welder so people will pic him !! (think pf heavy armor??))
- Soldier (has mines 2 or 1 , or can carry 1 clip more)
all classes can carry any weapon or equipment no one has more or less hp its just for let the comm not spawn medpacs and ammo out of nowhere (but classes could look a bit different depending on ther task)
this would also rock teamwork if 3 rines run out together the can support each other with ammo health and weld
of course you need to watch that ammo and medpacks refill slow and fast enough that rines dont come invicible or classes are useless
its just an idea cuz sometimes you have a comm that isnt that fast with placing ammo & so on and you stand close to the alien *click click*
if you think it could ruin gamplay ban it its fine, but on nearly every 2nd online fps this works well.
greez nasdero
- Medic (Has like in BF medpacks that refill slow)
- Support ( Same as medic but ammo)
- Engineer (Is the only one that has a welder so people will pic him !! (think pf heavy armor??))
- Soldier (has mines 2 or 1 , or can carry 1 clip more)
all classes can carry any weapon or equipment no one has more or less hp its just for let the comm not spawn medpacs and ammo out of nowhere (but classes could look a bit different depending on ther task)
this would also rock teamwork if 3 rines run out together the can support each other with ammo health and weld
of course you need to watch that ammo and medpacks refill slow and fast enough that rines dont come invicible or classes are useless
its just an idea cuz sometimes you have a comm that isnt that fast with placing ammo & so on and you stand close to the alien *click click*
if you think it could ruin gamplay ban it its fine, but on nearly every 2nd online fps this works well.
greez nasdero
Comments
Wait...what?
Team Fortress does not have a monopoly on classes and people around here have a habit of referring it like it was the bogeyman.
Well designed classes encourage team play by having each player's role more clearly defined so they would be more inclined to work as a team. What you instead should have said is that having marine classes will increase symmetry on the teams by taking the alien's thunder.
EDIT: Also, can you make your sig not so neon bright? It hurts the eyes. Changing the code box into a normal quote box would make it much better.
yea =P
idc really =)
Ontopic:<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->What you instead should have said is that having marine classes will increase symmetry on the teams by taking the alien's thunder.<!--QuoteEnd--></div><!--QuoteEEnd-->
I thought the same thing when i posted, but didnt insert it. But just 2 classes, Normal and Support would be all we need, no engineer, no medic, just Support and Normal, Support can be slower with abit more ammo but less health. Normal, just normal.
I was actually thinking of dividing the classes into Marine Corps and Engineer Corps. Marines get access to a stimpack that they can use to heal that is on a cooldown. Engineers are equipped with a wielder. Not a huge difference, but is somewhat significant. The way armor works means that when you have been wielded a few times, you are going to die with full health eventually. Marines having access to stimpacks allows them to fight longer and Engineers being able to repair them armor makes it possible. Both are effective as each other in combat, but there is team play encouraged.
Only difficulty is how to balance early game engineers.