Marine Classes
Estevoo
Join Date: 2011-12-25 Member: 138993Members
<div class="IPBDescription">I can't believe no one suggested that yet!</div>Always in a Specials Operations there's those ones who have a shotgun, a smg, a heavy gun...
Then I suggest these classes:
Captain - Assault Rifle, Pistol, Knife and 2 grenades.
Shotgunner - Shotgun, Pistol, Knife.
Marksman - Sniper Rifle, Pistol, Knife, Smoker grenade or Flares.
Support - Machine Gun and Pistol, Knife.
Engineer - Flame Launcher, Pistol and Welder.
Medic - Assault Rifle, Pistol and Medpacks.
Pls, Just think about it. And if something is out of oder, correct me.
Then I suggest these classes:
Captain - Assault Rifle, Pistol, Knife and 2 grenades.
Shotgunner - Shotgun, Pistol, Knife.
Marksman - Sniper Rifle, Pistol, Knife, Smoker grenade or Flares.
Support - Machine Gun and Pistol, Knife.
Engineer - Flame Launcher, Pistol and Welder.
Medic - Assault Rifle, Pistol and Medpacks.
Pls, Just think about it. And if something is out of oder, correct me.
Comments
I guess you could say, classes are already in the game --> by buying any of these at the armory (Shotgun, Flamer, Grenadelauncher, EXO (not yet in), Jerpack...
Goes and starts coding things
</strike>
Nvm, I was just gunna make the grenade launcher launch nades that don't explode and make a Point light. :P Me being lazy.
After the first sentence I had lost my faith in humanity, luckily I read on.
I've forget one class:
Grenadier - Assault Rifle+Grenade Launcher, Pistol, Knife.
Remenber, it's spawn weapons, if player wanna change them...he can!
I guess you could say, classes are already in the game --> by buying any of these at the armory (Shotgun, Flamer, Grenadelauncher, EXO (not yet in), <b>Jerkpack...</b>.<!--QuoteEnd--></div><!--QuoteEEnd-->
You guys should think seriously about it if you're really concerned about the development and not try to get a laugh out of sarcstic of caustic posts, though. You discourage others from sharing ideas.
I don't think Kouji was trying to be mean, Estevoo. He makes some good points, though. Trying to think of an overall plan that keeps the commander role important, allows tech researching (maybe classes are researched, like RTS unit types?), keeps players happy, etc might be difficult to do -- unless you want to expand on your class stuff a little more and let us know how it might work out.
<i>Reading your second post Estevoo, are you referring to keeping things the same, but forcing marines to buy weapon 'kits' rather than individual items? I guess that effectively puts them into your defined roles.</i>
I played AvP2 quite a bit and they had defined units like the poster mentioned. So I kind of compare it with that in my head. I do think it is problematic, like Kouji said...to do something like this when you have so many RTS elements and a commander who needs to make decisions on which technology branch to go with.
Not really important but why would the marines need a sniper rifle when the majority of battles are in narrow corridors and rooms?
I think he is kinda silly, and I think every community needs a troll and this one is not too provoking. so please stay Estevoo I <3 you
For a coop mode maybe ^^
Summed my thoughts up exactly :)
Double negative = positive. So does that mean that you will post more you silly goose ;)
as currently you can be any of the things you describe simply by going to the armory and purchasing said weapon/ item
classes would be more limiting as being able to chose what type of gear you want directly is better, as it is now -