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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/17/2008 09:26:44
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F8_AL
Rampage
Joined: 05/31/2008 05:21:22
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are there any plans for another class in the future?
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((> > F8_Al < <))- level 159 engineer
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/17/2008 09:45:43
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Szlat
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Not unless someone comes up with a good idea.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/17/2008 10:57:26
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F8_AL
Rampage
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yeah im not sure if it really needs anyother class. my idea was a class that could morph into the invasion monsters but i gues that would be hard to do
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((> > F8_Al < <))- level 159 engineer
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/17/2008 11:11:15
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BotFodder
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Mystic, is that you?
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/20/2008 13:28:11
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Wail
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Joined: 09/20/2007 21:14:41
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F8_AL wrote:
yeah im not sure if it really needs anyother class. my idea was a class that could morph into the invasion monsters but i gues that would be hard to do
So exactly how would becoming an invasion monster be different from playing a normal character? Can't use normal weapons / change weapons?
Your collision size would change obviously if you became something like a Queen, Titan, or Warlord.
Not that this isn't an interesting idea, I just don't think it has all that many benefits. Maybe if you forced 3rd person mode it'd seem more meaningful, but not being able to aim up and down in 3rd person kind of kills it.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/20/2008 15:15:43
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greg11
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What about splitting up the medic/monster master.
medic would be self explanitory...maybe his healing abilities could damage certain types of monsters (like undead or demons/warlords)
The monster master could be more like a druid.
A ability that the monster master could have is the ability from mysterials rpg where monsters can be converted to friendly.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/20/2008 15:51:59
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F8_AL
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well the benefits would be the different abilities of the monsters. you would have say "loaded monster forms" and at lvl 1 you would have a flying bug (so u can fly) and you gradually get better monsters. i think being a titan would be too overpowered but a red skarge has a strong attack so could be one of the better ones. you could have monster vampirism so u get health from monster attacks etc...
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((> > F8_Al < <))- level 159 engineer
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/21/2008 09:03:25
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Spike
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I like the idea of splitting MM and healers - I always thought of it as two classes fused into one (from the typical RPG-type games).
If split, I would suggest allowing the healer to (eventually) get multiple healing weapons. It is nice to be able to switch depending on the circumstance (for example, to use splash damage/healing)
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/21/2008 09:46:59
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greg11
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F8_AL wrote:
well the benefits would be the different abilities of the monsters. you would have say "loaded monster forms" and at lvl 1 you would have a flying bug (so u can fly) and you gradually get better monsters. i think being a titan would be too overpowered but a red skarge has a strong attack so could be one of the better ones. you could have monster vampirism so u get health from monster attacks etc...
I have heard of a server that at the final wave, the player with the highest score becomes satan and the other players have to defeat him. I have never played it, but I am curious what it does to the players weapons. The ability to turn into monsters would be neat, and we wouldn't have the issue with monsters hanging around doing nothing.
I would like to see the monster master be able to spawn a gun that will command the monsters to attack what ever target the player fires at.
maybe a modified grenade launcher. Your monsters focus their attacks on monsters with the modified grenades attached to it.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/21/2008 13:36:33
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Szlat
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Sorry, before I start, this is a long one.
Any changes have to take into account the characters people have already created. If someone has put thousands of hours into a particular class, they quite rightly do not want it messed with. So the combined medic/monster master has to stay.
Personally, I find it difficult to think of a new class that would compliment the others. Possibly an explosives expert, but I am not convinced.
One way it could be extended is to just extend what we already have. At the moment, we have 4 classes. All are a bit of fighter and a bit of something else. So one option is to go for an extreme version of each class, that loses a lot of the fighter bit. I would also add a middle class, with no particular strengths but a bit of everything - {RAD}Raze2K5 called it a "Jack of all Trades".
So, have:
Extreme Adrenaline Master (or Magician) Much stronger adrenaline skills. Perhaps even unlimited adrenaline. Useless with weapons - perhaps only one damage regardless of weapon. Perhaps can't even pickup weapons and is limited to assault rifle.
Extreme Fighter. No adrenaline abilities, but much more powerful weapons. Infinite ammo. No pickups. No armor. Loads of vampire.
Extreme medic. Much better healing skills with greater xp reward. But healers do not like killing anything, so much reduced weapon damage - perhaps limited to poison attacks against enemies. No Pets. Can revive others.
Extreme Monster Master. Can heal pets but not people. Much stronger pets, with better intelligence. Some sort of command interface so pets can be directed. As greg11 suggests, the ability to convert monsters to pets.
Extreme Engineer. Include explosive capabilities. Allow better turrets/sentinels/vehicles. Remove damage from Engineer's link, and reduce damage from normal weapons - so have to use their constructions.
Jack of all trades. A bit of everything - like the original UT character. Ok weapon ability, some adrenaline use, some healing capabilities etc. E.g. limit to level 1 vamp and leech, have medic weapon maker but not infinite and no exp for healing, can use any powerup he picks up, limit to level 2 LW and level 2 LA (ish). etc.
These classes to run as well as the existing four classes.
But I think the changes will be too great, and will rock the boat too much. It was very difficult trying to balance the engineer. It will be much more difficult balancing this lot, so probably not worth the effort. Plus, it will give too many classes, and too many decisions to make on which class to choose for what.
An alternative would be to provide sub-classes. More specialised variants of each class. Then allow each player to choose each day which subclass he wanted to play. So he could re-spend his points within that class - not changing the class, but selecting a different subclass, and then respending his points within that subclass.
So, for a fighter you might have
the current setup for WMs
an extreme fighter class. As above.
Jack of all trades. As above
A hybrid WM/AM, with more powerful adrenaline skills but less Weapons skills than the current WM
Berserker. Permanent rage effect. Or perhaps a combined double damage + Harm effect, so do more damage but take more
for the medic you might have
Medic/MM as now
Extreme medic, as above
extreme monster master, as above
Medic with enhancing fighting skills, but no pets and limited exp healing
And so on, including ones for Engineers and AMs. All would have "as now", and a variant of the "Jack of all trades", and an extreme one, plus any others that seem fun.
The possibilities for sub-classes are endless, and would allow each player variety within their current class, depending on their mood. It would also allow for novelty ones like Beserker - no one would want to commit to that character long term, but for the odd match for fun? Again, this will be very difficult to balance, but I could see it getting much wider acceptance as everyone benefits. The guys who have invested a lot of effort keep their rewards, but also gain extra things to try.
Told you it was long
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/21/2008 13:45:34
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Trooper
Godlike
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I would like to see the monster master be able to spawn a gun that will command the monsters to attack what ever target the player fires at.
maybe a modified grenade launcher. Your monsters focus their attacks on monsters with the modified grenades attached to it.
like the bugbait in half life 2?
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/21/2008 14:39:48
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(DC)DEMONSLAYER
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To me, the issue is really moot. As UT3 becomes more popular and played more, UT2004 will go by the wayside, same as the original UT. If any programmer/developer is going to spend time developing new things, they will most likely start (as they have already) using UT3 development tools and customizing/building UT3 maps and characters.
For me personally, I'm waiting impatiently for Dru and Shan to roll out DC's UT3 server.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/21/2008 14:45:33
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Elite
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I really like the ideas of the extreme characters, seems more balanced but would need stronger monsters. The idea of a class just sticking to what they can do and not being part fighter seems pretty fair and interesting as to how it will come out if it ever does...
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/21/2008 15:25:03
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greg11
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How would the extreme adrenmaster earn exp?
I would agree that splitting the medic/mm would cause some issues...and I am not really asking to have it done...Its just fun coming up with ideas.
I was playing around with trying to subclass mysterials rpg mod to allow a player to reset their abilities and character class without lossing points. The catch is that everytime a player resets this way, points are put into a dummy ability so that the total ability points go down each time.
After starting that project I realized that I was in over my head, and had more important things to do. Plus UT3 was right around the corner, and I assumed that UT3 would take over anyway.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/21/2008 16:17:14
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Szlat
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greg11 wrote:
How would the extreme adrenmaster earn exp?
Rod, Bolt, Beam, the blasts, the spheres, the remote artifacts, plus I am sure we can come up others. The problem will be limiting the power of this class - imagine permanently running a rod, triple, and globe - way too powerful.
greg11 wrote:
I was playing around with trying to subclass mysterials rpg mod to allow a player to reset their abilities and character class without lossing points. The catch is that everytime a player resets this way, points are put into a dummy ability so that the total ability points go down each time.
I haven't checked, but it should be possible. Have an option to sell all abilities, and just put the points onto the PointsAvailable count. You would have a special flag on the Class ones to stop them being sold.
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