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Was playing a 5v5ish game and noticed that most players decided they'd rather stay around spawn and build instead of going on the offensive. What I'd suggest is allowing players to choose to be a Soldier or Builder(or whatever you want to call them) when they join the game or go to their CP. Soldiers would be heavily armed but only able to carry a few supplies for quick defenses while under fire. Builders would be lightly armed, but able to help their team by building bunkers for defence, bridges for easy movement across terrain and so on. I feel like this would improve the game for both offensive and defensive players. |
#61 Lokiamis Member Posted 13 years ago |
I would second this - given how quick respawns are however, maybe there should be a time limit on changing classes, so a builder doesn't just change straight into a soldier as soon as they get killed, rendering the class system useless. |
#63 Biosysss Member Posted 13 years ago |
//Soldier //Builder //Scout (last one's a gamble, but I wasn't really thinking, so, like my other ideas, twist and reform it to your heart's content. :P) |
#65 ZakDCCLXXVII Member Posted 13 years ago |
I think that just adds to the challenge of invading bases. Nonetheless, I do think that a class system would add ALOT to the game, and it seems this view is shared by most people I've played with in my short 2 game career. Its seems the type of people who play are either builders/defenders, attackers/snipers, and destroyers. So i would go for making classes that either reflect this, or lump attributes into two classes, so it would be builders/destroyers and soldiers. My suggestion would be something like Engineer: Shotgun Soldier: Assault Rifle Soldier 2 Single shot rifle Anyway, a damn good game. Another suggestion might be mountains that can be walked up, rather than having to jump all the time |
#71 coujoir Member Posted 13 years ago |
BTW Sidearms are needed. |
#72 coujoir Member Posted 13 years ago |
pls no classes |
#73 museum Member Posted 13 years ago |
I agree, please no classes. It may seem cool at first, but IMO it just ruins the overall feel of the game more weapons would be nice tho :3 |
#77 Moof Member Posted 13 years ago |
Another vote for no classes. Multirole plastic soldiers! |
#78 Praseli Member Posted 13 years ago |
Kinda like ZakDCCLXXVII's idea. Soldier, Builder, Scout, and maybe a few more weapons, but on a side note great game, hope to see all of you on the battlefield! |
#79 Gcaison Member Posted 13 years ago |
The only classes we need are shooters and builders; once a shooter has exhausted his ammo, he becomes a builder until death. Classes are not needed. That's what TF2 is for. EDIT: disregard that i suck cocks, ammo can be refilled, just shoot or build idc which |
#81 Khan Freeman Member Posted 13 years ago |
Another vote to no classes, but instead of that, I suggest loadouts. You get to choose two weapons and a grenade, plus the digging tools. I like the everyman thing going on in the game right now. |
#82 Douche Member Posted 13 years ago |
No classes. Please. |
#84 Tappipappa Member Posted 13 years ago |
Classes would be a bad move right now. |
#85 cLick Member Posted 13 years ago |
I support the idea of classes. Needless to say, this game also takes inspiration from Infiniminer, and as such it would not be bad to have a variant of their classes. However Douche's idea of a load-out is good to. But for now, here are ideas I'd bring to consideration for classes. Proposal of classes, and general functions: -Rifleman [Spade/Pistol/Rifle/Grenade]; the primary strong-arm of the team, they will be necessary for defending as well as mounting offensives. Also, grenades ought to have increased throwing range. Riflemen would get 4 grenades. The spade would dig like a pick-axe, but would not collect blocks, allowing Riflemen the capacity to at least entrench themselves. -Engineer [Pick-axe/Pistol/Placing-Blocks/Detonated Charge]; builder of the team, also useful for penetrating fortifications if you can get them to the front-lines alive. Engineers working together can create structures very quickly. Detonated charge destroys a considerably large area of blocks, and thusly the engineer only carries one of these at a time. -Scout [Knife/Pistol/Scoped-Rifle (with 1/2 capacity of normal rifle)/Camouflage]; Scouts reveal nearby enemies on the map, as well as enemies in their field of view. Camouflage makes the scout immobile, but appear as a stacked pair of blocks (the colors being the same as the block the scout stands on). While using camouflage, moving or shooting while cause it to be removed. The knife allows the scout to attack other players without making any noise. -Officer [Radio / Pistol / SMG / Claymores ]; Radio allows the officer to mark blocks as objectives (which will appear on the map) as a means to easily rally players. Officers can also place an objective marker on friendly AND enemy players (so if an officer spots you stealing the intel, he can mark you). Objectives will disappear by default after 1 minute, when a new objective is marked, or when the officer has been killed. Claymores can be used for setting up defenses, ambushes, and traps, however they will not distinguish between friendly and enemy players. Officers can be identified by the radio-pack they wear. Another change you should consider is bullets damaging blocks. This should be removed. Explosives and digging tools destroying blocks, yes. Bullets destroying blocks, no. |
#90 tons0phun Member Posted 13 years ago |
Please no classes, the one man all out is much better. |
#97 Hoboapple Member Posted 13 years ago |
No classes, just be able to choose your loadout. You choose it at the base or a weapons cache. Primary weapon- Secondary weapon- Equipment- Weapon Attachments- Of course this guy should fix the gameplay problems before he starts adding new features. |
#127 Stickeys Member Posted 13 years ago |
No choosing loadout please, god I hate that shit. |
#131 Clanhelio Member Posted 13 years ago |
Seconding on the no loadouts. I also think it's stupid. Multiple weapons would be hard to do though. If they were randomly placed around the map, and someone was lucky to find one they could become really powerful and destroy anyone in their path. It would also encourage traveling around the map which most people don't want to do. |
#140 Prodigy Member Posted 13 years ago |
If there was no choice to classes, I would keep it simple: Builder - Current pea shooter gun, pickaxe, spade But like I said, PLEASE DON'T ADD CLASSES AT ALL But perhaps think of something to stop everyone doing mountain tunnels like cave-ins. |
#143 Praseli Member Posted 13 years ago |
i approve a class system, as long as it is kept simple. - soldiers should be the bread and butter of the army, maybe even keep them like they are right now i like the "realism" of the game so making one class all over-the-top would kinda suck! more weapons would be nice too. |
#152 imanerd000 Member Posted 13 years ago |
Load outs are stupid. I'd rather have simple classes as mentioned in the above posts. |
#184 tables Member Posted 13 years ago |
If there is to be a class system, keep it simple; 2, maybe 3 classes max for Defence, Offence and a neutral class. |
#187 Mr.Wrinkle Member Posted 13 years ago |
There's no need for classes. I am very much against the idea of classes. |
#258 Lodeclaw Member Posted 13 years ago |
"I am very much against the idea of classes..." -because...what? Classes are absolutely needed in this game. |
#261 tons0phun Member Posted 13 years ago |
You can hear players digging. No, I think it would be more annoying not being able to get by a fortification. |
#262 Naka lewd Posted 13 years ago |
Classes will only make the game more difficult to balance. The game is already well balanced. Digging makes a lot of noise and is easily discovered if you're paying attention. As for fortifications, forcing an engineer class to approach in order to circumvent it would only cause an increase in stalemates. The point of building is to make it easier for defenders, not to replace defenders. I can see it now... Arguments every day about class balances and people complaining that one class is too strong or another is too weak. If the AoS dev is smart, he will avoid classes and save himself from a lot of needless drama. |
#263 Lodeclaw Member Posted 13 years ago |
The game is not well-balanced. It is not balanced when one person, alone, can dig a tunnel that goes from one end of the map to the other. There are NO tactics that can prevent tunneling when EVERY player is equally capable of it. In the case of classes, at no point of assaulting a fortified area are you -required- to bring an engineer, but doing so makes it easier. There is no cooperation in being able to tunnel directly under intel and then backtrack all the way back to the resupply. If the AoS dev is smart, he will implement what balances the game, brings players' experiences together through cooperation to defeat their enemy, and ignore anybody who stirs up drama. Classes are not difficult to balance when you have as few as four. |
#268 tons0phun Member Posted 13 years ago |
I'm sensing a lot of hostility... Regardless, I don't think we will see ever see eye to eye on this and we've both made our points, so let's let it go unresolved. It's up to the dev to make these decisions and when he does we'll just have to deal with it. Maybe he should leave an option for server operators to activate classes or not. That shouldn't be hard to do at all and everyone can be happy. |
#271 Lodeclaw Member Posted 13 years ago |
Ultimately, I just view classes as a medium for balancing the elements of firepower, communication, tactics, and building/destruction. |
#316 tons0phun Member Posted 13 years ago |
Voting for either an MG class, or no classes at all. Being able to dig and build while being useful at combat is great. |
#323 Barman1942 Member Posted 13 years ago |
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