Class Limitations.
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Genocide
- Posts: 11
- Joined: 2004-07-25 05:45
Class Limitations.
I know this is a hot topic and I just wanted to throw my 2 cents in. I know theres another thread regarding this, but I'd rather have my own topic to keep things separate.
Heres what I think, the way FH2 is going to handle class limits is what PR needs to limit specialized classes to allow a more rounded game play. FH is basing the limits on squads; The more people in your squad the greater number of specialized classes you can have(sniper, AT, Support.) And the fewer people in a server (16 slot server) the fewer squads allowed(2-3 squads) the more in the server (64 slot) the more squads allowed(67 squads.)
An example of how the limits will work(how it will work exactly is just what I believe might work any ideas welcome):
2 man squad will be allowed infinite amount of standard rifle men and one medic or Engineer.
3 men you're allowed and inf. amount of standard rifle men 1 Medic/engineer and 1 support.
4 man squad will be allowed Inf. rifle men, 2 medics/engineers, 1 support, 1 dedicated AT.
5 man squad will be allowed inf. rifle men, 2 medics/engineers, 2 support, 1 dedicated AT, 1 Spec ops.
6 man squad will be allowed inf. rifle men, 2 medics/engineers, 2 support, 2 dedicated AT, 1 Spec ops., 1 sniper.
I know that you can change server settings to allow a seventh man in the squad, maybe even eight. Each extra squad member allows for an extra specialized class. This system doesn't force people to play as a certain class nor does it force them to join a squad, but if they want a chance to use some better/specialized weapons they'll have to join a squad and use teamwork.
Heres what I think, the way FH2 is going to handle class limits is what PR needs to limit specialized classes to allow a more rounded game play. FH is basing the limits on squads; The more people in your squad the greater number of specialized classes you can have(sniper, AT, Support.) And the fewer people in a server (16 slot server) the fewer squads allowed(2-3 squads) the more in the server (64 slot) the more squads allowed(67 squads.)
An example of how the limits will work(how it will work exactly is just what I believe might work any ideas welcome):
2 man squad will be allowed infinite amount of standard rifle men and one medic or Engineer.
3 men you're allowed and inf. amount of standard rifle men 1 Medic/engineer and 1 support.
4 man squad will be allowed Inf. rifle men, 2 medics/engineers, 1 support, 1 dedicated AT.
5 man squad will be allowed inf. rifle men, 2 medics/engineers, 2 support, 1 dedicated AT, 1 Spec ops.
6 man squad will be allowed inf. rifle men, 2 medics/engineers, 2 support, 2 dedicated AT, 1 Spec ops., 1 sniper.
I know that you can change server settings to allow a seventh man in the squad, maybe even eight. Each extra squad member allows for an extra specialized class. This system doesn't force people to play as a certain class nor does it force them to join a squad, but if they want a chance to use some better/specialized weapons they'll have to join a squad and use teamwork.
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NikovK
- Retired PR Developer
- Posts: 1616
- Joined: 2005-10-28 09:56
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Harven
- Posts: 78
- Joined: 2006-01-08 06:29
I don't like the idea of limiting classes to the amount of people... like F.N.G. said ... if you don't have enough people for AT ... what are you going to do about a Tank? You can't use C4 either because you still don't have enough people... I think a total limit for each class per squad not based on the size would work much better... and 2 snipers per team.
Why does everyone hate Spec Ops?
Why does everyone hate Spec Ops?
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beta
- Posts: 274
- Joined: 2005-12-26 05:50
I don't know about everyone else but ...Why does everyone hate Spec Ops?
The reason I dislike (not so much hate, but still ...) Spec Ops is that they are almost never (as far as I know) deployed at a platoon level (which, at least for US and Canadian armies, is about 30-40 men I think) so it is quite unrealistic to see "spec ops" soldiers running around with lets say, a rifle section ...
If only there was some way of making more than 8 classes easily available ... then there could be so many options!
Oh yeah, and because they can kill everything; tanks, apcs, jeeps, infantry ... throws off the whole balance of the game ...
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F.N.G.
- Posts: 145
- Joined: 2006-01-03 02:15
"Oh yeah, and because they can kill everything; tanks, apcs, jeeps, infantry ... throws off the whole balance of the game ..."
This is pretty much my reason. As I see it, without Arty, Scan, and UAV trailer, there is no real place for Spec Ops in PR. The only real place for them in my opinion, is to have their own factions and their own maps. Kinda like BF2: SF.
"If only there was some way of making more than 8 classes easily available ... then there could be so many options!"
They could use the weapon unlocks to alter kit loadouts. I don't think it just switches the weapon out. I think when you choose your unlocked weapon, it actually chooses an entirely new kit. Take rifleman(Assault) for example. It still has the knife, pistol and smoke in the new kit. But the "unlock kit" has the G3A3 and frags instead of M16 and M203. So you could have alternate loadouts for each kit. I think this is how it works. Almost like having more classes.
Rifleman kit possibility:
Knife
M16
Frags
Smoke
ammo bag
Alternate rifleman kit:
knife
M16
Frags
Smoke
AT4 or LAW rocket
engineer
knife
Shotgun
Mines
C4(to replace lack of Spec Ops)
wrench
Alternate Engineer/pilot Kit
Knife
Pistol or a PDW of some kind like MP5 or such small auto
Signal smoke (red or yellow)
Smoke
Parachute
Maybe a wrench.
Something kind of like this could be cool. I'm not saying the kits have to be exactly like this. These are just ideas and examples.
This is pretty much my reason. As I see it, without Arty, Scan, and UAV trailer, there is no real place for Spec Ops in PR. The only real place for them in my opinion, is to have their own factions and their own maps. Kinda like BF2: SF.
"If only there was some way of making more than 8 classes easily available ... then there could be so many options!"
They could use the weapon unlocks to alter kit loadouts. I don't think it just switches the weapon out. I think when you choose your unlocked weapon, it actually chooses an entirely new kit. Take rifleman(Assault) for example. It still has the knife, pistol and smoke in the new kit. But the "unlock kit" has the G3A3 and frags instead of M16 and M203. So you could have alternate loadouts for each kit. I think this is how it works. Almost like having more classes.
Rifleman kit possibility:
Knife
M16
Frags
Smoke
ammo bag
Alternate rifleman kit:
knife
M16
Frags
Smoke
AT4 or LAW rocket
engineer
knife
Shotgun
Mines
C4(to replace lack of Spec Ops)
wrench
Alternate Engineer/pilot Kit
Knife
Pistol or a PDW of some kind like MP5 or such small auto
Signal smoke (red or yellow)
Smoke
Parachute
Maybe a wrench.
Something kind of like this could be cool. I'm not saying the kits have to be exactly like this. These are just ideas and examples.
Free your mind, and your *** will follow.
F.N.G.
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Genocide
- Posts: 11
- Joined: 2004-07-25 05:45
Nice of you to get off topic so fast. But to answer your question, you should have read what I stated.
Genocide wrote:I see what you mean, Maybe if 2-3 man squads could get Spec. Ops, Sniper, And AT, but only one out of the three.
I hope to god that they are added in PRM, I know that they wont be readily availble for the PRMM, but If kits are not limited in a way that keeps the gameplay in mind, it'll kill the game for me.NikovK wrote:I've reason to believe kit limits beyond true Sniper won't be put into the game in the near future.
So sayeth mine olde Crystal Ball.
Last edited by Genocide on 2006-01-13 04:14, edited 1 time in total.

