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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/04/2007 20:51:27
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Mystic
Godlike
Joined: 12/21/2004 21:36:56
Messages: 417
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couple crappy ideas..im bored and its late so ill entice you all with my feeblness..
cloner/morpher class.-. maybe a artifact that changes your class temporarily..maybe 5 -10 minutes or a wave... dunno how ya would do it but sounds nifty..
assasin class.maybe causes quadrupal damage from the back....via assasin artifact .like a 20 pct chance to vorpal it from the back.. invisibility that works.artifact...something like that..toned down wm class kinda..
wizards sound cool .anyway to be able to use artifacts without haveing to use adrenalin ? <shrugs.
engineer.. should be able to continue to make vehicles..but the vehicles should be limited.like now..vehicles only on vehicle capable maps.. turrets on dm maps.. ect
vampire class... no regen ..only vamp .with a vamp artifact to change any weapon into a vamp weapon..
bomber class.. class that master of explosions.. C4 ..timed bombs..like limit of 4 bombs ..then right click to set them off. aka trapper..class.set booty traps.. thats what i said booby traps! hey you guyyyyyyyyyyyyys!
last crappy idea..
mage class.. able to controll a monster or a pet...../wizard type ..
classless is so hard to play .. .would be cool if they had a top notch regen..okies sorry for the crappy ideas. nite nite
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/05/2007 07:55:04
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-Jason_x-
Wicked Sick!
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I like the morpher class...bomber class....
Invisibility that works...thatd be cool.. (like a timed artifact for like 20-30 or n seconds where you are made invisible..and to the monsters 'invisible' .. (ie where they dont attack until you attack/fire your weapon) and then a recharge time of (n+10) seconds
Hmm..Hey if pets were included...think they could be ordered like how bots are in the command console...?
Also on bomber class...they would get the greandes fore mentioned then?
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-Jason_X- : lvl 97 Medic
-Jas0n_X- : lvl 59 Engineer
-Jasôn_X- : lvl 47 Engineer
-Jas@n_X-: lvl 42 Adren. Master
This is my skin | Here be me Aug 07 | My myspace..which I don't check much
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/05/2007 13:07:00
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Grizzled_Imposter
Wicked Sick!
Joined: 02/20/2006 15:59:35
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Continuum wrote:
Grizzled_Imposter wrote:
Classes I would like to see:
Weapon Master: generalist.
Weapon Master: Hit-scan/long range specialist
Monk: Light healing (direct fire) some Weapons
AM: Direct fire/hit-scan caster
AM: Area effect caster
AM: Boosting/de-buff, light heal (direct fire)
Eng battle: sent (modified slightly down in power)
Eng Demo: Superweapons, direct shield heal, walls, re-supply others
Eng Support: Direct shield heal, sent based de-buffs/protections, walls, shield blast
Medic: Light healing, area effect healing, summons
Sorry guys I dont have much time but the way that I see it, we would be best served with a class system that provides the ability to work with the individual players styles of play, whether it be aggressive, supportive or whatever. With this option for each class (lots and lots of fine tuning needed!) I think that we leave the most flexibility to allow for players that are currently playing and their styles.
I kind of like that idea but some players would max out a class fairly quickly without the addition of a quite a few new abilities. The only downfall I see to it is that making a purely support class (or version of a class) really doesn't quite work in a fps, you still have to be able to shoot and fight which will either cause the support classes to have an unfair advantage of lead to making the warrior/fighter classes over powered... (attack/strength/abilities... maybe a 4th dimension would help)
I also like the idea of maybe having a "classless" type of class that would only be able to buy very limited basic abilities but would have higher stats like hp/speed etc... might require adding a cost multiplier to the stats or something though.
I firmly believe that how quickly a class is maxed is based upon the number of points earned per level and how quickly experience is earned.
At the current costs, the above classes (and probably others) would max fairly quickly, however there have been a lot of new ideas for skills.
I also like the idea of a "classless" or "generalist" class, but statistics are very effective for points spent in the current system. Maybe there is a different way to do it.
I would love to see a load of options on DC for classes.
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A drop of knowledge is more powerful than a sea of force~ unknown |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/05/2007 13:29:27
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FogRaider(_MM)
Killing Spree
Joined: 02/23/2007 18:50:48
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I firmly believe that how quickly a class is maxed is based upon the number of points earned per level and how quickly experience is earned.
At the current costs, the above classes (and probably others) would max fairly quickly, however there have been a lot of new ideas for skills.
Or we could just scrap the entire idea of "maxing" a class and implement a point cap. Which in turn, increases variation within a class and reduces the need for a huge number of classes.
This message has been brought to you by the United Unreal Fraggist Republic Redundancy Department of Redundancy.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/05/2007 14:20:37
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Mystic
Godlike
Joined: 12/21/2004 21:36:56
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Id go with just increasing the exp cap for players above 60.. at lvl 60+ all you need is 10k points.. i can pull that in 4-6 maps.. if you increased the lvl cap 10 -20pct per lvl of 60+ , minor changes to classes. thiers no real big problem ..with them as of now..most of the gameplay depends on your computers abilitie to push fps..and your ability to play/adapt..
from reading all the posts .all i realy see is more complications then fixes..im not downing any ideas ..just saying seems like a ton of work .
quote.. if its not broke dont fix it... just keep up with the times... on that note ..yall made this server GREAT!~ thiers always room for improvement..but in moderation .. look at ut3 ... they decided to rewrite the whole game..instead of just enhancing 2004.. look where it got them..most peeps cant play others freezeand some cant even install it lol.. know what i mean ?
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/05/2007 16:43:58
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Continuum
Wicked Sick!
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Mystic wrote:
Id go with just increasing the exp cap for players above 60.. at lvl 60+ all you need is 10k points.. i can pull that in 4-6 maps..
It takes some of us (maybe just me) 4-6 months.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/06/2007 12:27:05
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Grizzled_Imposter
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Joined: 02/20/2006 15:59:35
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quote.. if its not broke dont fix it... just keep up with the times... on that note ..yall made this server GREAT!~ thiers always room for improvement..but in moderation .. look at ut3 ... they decided to rewrite the whole game..instead of just enhancing 2004.. look where it got them..most peeps cant play others freezeand some cant even install it lol.. know what i mean ?
You only hear from the dissatisfied and the ecstatic most of the time.
Id go with just increasing the exp cap for players above 60.. at lvl 60+ all you need is 10k points.. i can pull that in 4-6 maps.. if you increased the lvl cap 10 -20pct per lvl of 60+ , minor changes to classes. thiers no real big problem ..with them as of now..most of the gameplay depends on your computers abilitie to push fps..and your ability to play/adapt..
I think that you are an exceptional player Mystic, honestly. If the game were built around your skill level most of the rest of us would get discouraged.
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A drop of knowledge is more powerful than a sea of force~ unknown |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 01/07/2008 20:49:15
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ECHO
Wicked Sick!
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Capping one class at level 200 sounds interesting to me, however it seems to take a step backwards considering all the thought and effort that went into the class system. Without it, we may run into the same problem that created classes in the first place; players can gain abilities that make the game unbalanced. Energy leech and vampirism is a pretty potent combination, and it doesn't take a maxed out ability to see the results.
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You can never have too much precision in your soup.
"I don't think it's fair for me to be on the jury because I'm a hologram..." - Liz Lemon
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 01/07/2008 22:14:10
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Micron(Micron)
Rampage
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I have always thought that regen and vamp together is an extreme advantage. Vampirism is the greatest advantage on this server IMO. Most WM players do not need regen once they pass lvl 41 anyways.
But then what class gets regen?? I think everyone agrees that medics do not need it. Engineers maybe? No they have far too many advantages as it is.
I know everyone would disagree with LA players having it so do we scrap regen completely after lvl 41? Maybe.
Yep, my vote is to scrap regen completely after lvl 41.
Just my opinion.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 01/08/2008 06:41:56
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-Jason_x-
Wicked Sick!
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Micron(Micron) wrote:
Yep, my vote is to scrap regen completely after lvl 41....
What about medics? I know as a emdic I use my regen rather than my healing weps on myself...cus unless Im standing right nx to players I cant heal them and myself at the same time..
Or was your statement in reference to solely the WM's and AM's...?
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-Jason_X- : lvl 97 Medic
-Jas0n_X- : lvl 59 Engineer
-Jasôn_X- : lvl 47 Engineer
-Jas@n_X-: lvl 42 Adren. Master
This is my skin | Here be me Aug 07 | My myspace..which I don't check much
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 01/08/2008 12:52:14
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Grizzled_Imposter
Wicked Sick!
Joined: 02/20/2006 15:59:35
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Micron(Micron) wrote:
I have always thought that regen and vamp together is an extreme advantage. Vampirism is the greatest advantage on this server IMO. Most WM players do not need regen once they pass lvl 41 anyways.
But then what class gets regen?? I think everyone agrees that medics do not need it. Engineers maybe? No they have far too many advantages as it is.
I know everyone would disagree with LA players having it so do we scrap regen completely after lvl 41? Maybe.
Yep, my vote is to scrap regen completely after lvl 41.
Just my opinion.
I did not buy regen until nearly 70 with my WM and found that it helps me survive.
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Core 2 DUO @ 4.1Ghz Grizzled_AM AM 43
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A drop of knowledge is more powerful than a sea of force~ unknown |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 01/08/2008 14:34:32
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ECHO
Wicked Sick!
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Regeneration is extremely valuable, especially when running away from a crowd of monsters... you don't exactly have time to heal yourself (as a medic) or turn around and shoot (as a WM). As a medic, I don't really feel like healing myself all the time because I'm busy dealing with other players and monsters. A cap at level 41 is a bit extreme. A player would probably not need regeneration after level 41 if they pour all their stat points into vampirism, but not everyone uses that strategy.
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You can never have too much precision in your soup.
"I don't think it's fair for me to be on the jury because I'm a hologram..." - Liz Lemon
turtle power!
Skin packs! |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 01/08/2008 15:15:09
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FodderFigure
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Eh, I vote two more levels of regen, two more levels of vamp, one more ghost, and, oh well, make it two more levels of everything!
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 01/08/2008 16:00:24
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Micron(Micron)
Rampage
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LOL
okay fodder then I want piercing ultimas
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 01/08/2008 16:03:32
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Micron(Micron)
Rampage
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ECHO wrote:
Regeneration is extremely valuable, especially when running away from a crowd of monsters... you don't exactly have time to heal yourself (as a medic) or turn around and shoot (as a WM).
I just run backwards and shoot at the same time
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