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Wail

Rampage

Joined: 09/20/2007 21:14:41
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Flak Monkey wrote:
I think we are loosing sight of what RPG stands for (Roll Playing Game). The concept going back to the old D&D days, is you choose a 'class' of charactor to emulate in play. You choose your abilities according to what is available to your class. This forces you to create and adjust your game play with who you are, what you have, and who your playing with (or against). So, yes, I think classes keeps this feel of gameplay true to it's beginnings. I have always played a warrior class in my old RPG days, loving the ability to just pound on thing face to face.  


Classes are not an integral component of Role Playing Games.
See: any number of RPGs with completely classless systems.
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
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BattleMode wrote:

Szlat wrote:

Anonymous wrote:
....I might even take it a step further and suggest that abilities and artifacts be named as generically as possible, and, if possible, have a configurable display name via ini. 
Agreed 
Perhaps the new language file stuff should be used for this (didn't really study it yet though). 
I haven't checked either. Although if a server admin wants to go with say Earth, Wind, Fire etc as Classes, he will want to name the abilities to fit in with that style. So the server admin ought to be able to define the names of abilities. I think keep the language translation stuff just dealing with translations - let's not mix the ability naming in with it. I like things simple.
Szlat

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BattleMode wrote:
... I should have been more precise and said one INI file per ability collection. It should somehow be possible to mix abilities from different authors on one server without INI mixups. 
But then we have to have something to say which collection each ability is in. I still think one ini file for all abilities. This can include abilities contained in other mods - just like the current UT2004RPG.ini can contain abilities from other mods.
Szlat

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We are already planning to allow server admins to decide what classes there are, and what abilities can be bought by each class. We can also allow server admins to decide what abilities can be bought without a class.

This will allow a server to run completely without classes if they want, or have whatever classes they want. We provide the tool, the server admins the fantasy context.

I think at that, the main implementation discussion on classes is pretty complete. There are a few minor implementation details, but to me the broad picture is in place.

Obviously there is a separate topic about what Classes the DC server wants to run, likewise the ONSRPG server and all the others. So I would suggest the specific discussion about future DC Classes be on a separate thread.
Szlat

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Having said that, a couple more questions arise:

Should it be possible for the Class to override the Stat limits?
So one class could have a higher max damage bonus or max adrenaline than another class? (e.g. fighters getting a higher weapon speed max). I think yes. At the moment, you get other abilities like "Enhanced Damage Bonus", that only that class can buy, which we would then no longer need.

And should it be configurable to allow a player to belong to more than one class? I think no, but the question has to be asked.
Wonko The Sane

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Joined: 08/09/2006 00:58:38
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Szlat wrote:
Having said that, a couple more questions arise:

Should it be possible for the Class to override the Stat limits?
So one class could have a higher max damage bonus or max adrenaline than another class? (e.g. fighters getting a higher weapon speed max). I think yes. At the moment, you get other abilities like "Enhanced Damage Bonus", that only that class can buy, which we would then no longer need. 


I always thought that should be the case. Like more adren for LAs, more damage or speed for LWs etc.

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Dracos

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Joined: 09/27/2007 13:36:52
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Szlat wrote:
Having said that, a couple more questions arise:

Should it be possible for the Class to override the Stat limits?
So one class could have a higher max damage bonus or max adrenaline than another class? (e.g. fighters getting a higher weapon speed max). I think yes. At the moment, you get other abilities like "Enhanced Damage Bonus", that only that class can buy, which we would then no longer need.

And should it be configurable to allow a player to belong to more than one class? I think no, but the question has to be asked. 


I def thing that Class's should have thier own Stat Limits. As of the current version, Weapon Masters do only 10% more damage then say Medics since both have the same damage bonus but Weapon Masters having the ability to increase by 10%. Having different caps based on the class can help bring out the strengths (and Weaknesses for that matter) of each class.

Ok dont take these classes to heart but I'm just putting out ideas.

Machine Gunner - High RoF, High Ammo Counts, Lower Damage and Defenses. This class can hold lots of ammo and when they fire, they spit out ammo very quickly. However the damage they do is less. and cant stand under heavy fire for long.

Survivor - High Armor and Health Counts, High Defense but lower damage. These guys can stand toe to toe with titans and live but it takes them awile to kill things.

Beserker - Very High Damage but low Defenses, Armor, Health. These guys put out the big damage numbers and kill quickly but fold like paper against heavy fire.

Again dont flame my names, just giving out some generics.

For multi-class possibility, i say no.

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Wail

Rampage

Joined: 09/20/2007 21:14:41
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Wrong tab/thread ...
Grizzled_Imposter

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Joined: 02/20/2006 15:59:35
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Szlat wrote:
Having said that, a couple more questions arise:

Should it be possible for the Class to override the Stat limits?
So one class could have a higher max damage bonus or max adrenaline than another class? (e.g. fighters getting a higher weapon speed max). I think yes. At the moment, you get other abilities like "Enhanced Damage Bonus", that only that class can buy, which we would then no longer need.

And should it be configurable to allow a player to belong to more than one class? I think no, but the question has to be asked. 


I like the idea of various stat caps myself, but would not like to see the max varied by a huge amount, say no more than 15% of the total.

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