beta wrote:I think the class system for PRMM should be re-done.
Now, we've got 8 classes, right? Each of them has an unlock, right? So, basically, there are 16 available kits.
I've got a nice long list of my recomendations for those kits:
NOTE: ALL classes have: knife, 2 individual bandages
*REVISION 3*
RIFLEMAN CLASS
----------------
Rifleman - Assualt Rifle - 8 + 1 mags
- 4 hand grenades
- 2 smoke grenades
- 2 ammo bags
Sharpshooter - Assualt Rifle - 8 + 1 mags
- 2 hand grenades
- 1 ammo bag
SPECIALIST CLASS
------------------
Grenadier - Assualt Rifle w/ grenade launcher - 6 + 1 mags
- 5 + 1 grenades
- 2 smoke grenades
Light AT - Assualt Rifle - 6 + 1 mags
- 2 hand grenades
- 2 smoke grenades
- 1 Light Anti-Armour Weapon
AUTOMATIC RIFLEMAN CLASS
----------------------------
LMG Gunner - LMG - 2 + 1 box mags
LMG Spotter - Assualt Rifle - 6 + 1 mags
- 2 hand grenades
- 2 box mag ammo packs
- Binoculars
COMBAT SUPPORT CLASS
------------------------
Combat Medic - Assualt Rifle - 6 + 1 mags
- 2 smoke grenades
- defibulator - 2 + 1 batteries
- 15 bandages
Combat Engineer - Carbine - 6 + 1 mags
- 2 hand grenades
- 4 C4 packs
- 2 AT mines
- 2 AP mines
FIRE SUPPORT CLASS
--------------------
Mortar - PDW - 2 + 1 mags
- deployable mortar - 9 + 1 rounds
- 1 deployable mortar rearm
HMG - PDW - 2 + 1 mags
- deployable HMG - 200 round belt
- 2 deployable HMG rearms
ANTI-VEHICLE CLASS
--------------------
AT - PDW - 2 + 1 mags
- portable AT system - 2 + 1 rounds
- Binoculars
AA - PDW - 2 + 1 mags
- portable AA system - 1 + 1 rounds
- Binoculars
PILOT CLASS
------------
Air Crew - Pistol - 2 + 1 mags
- 1 RED smoke grenade
- Binoculars
Armour Crew - Pistol - 2 + 1 mags
- 1 GREEN smoke grenade
- Binoculars
RECON CLASS
-------------
Scout - Carbine w/ scope - 4 + 1 mags
- 2 hand grenades
- laser designator
Sniper - Sniper Rifle - 3 + 1 mags
- Binoculars
Now, obviously some of this needs explaining.
Acronyms
---------
LMG = Light Machine Gun
HMG = Heavy Machine Gun
PDW = Personal Defense Weapon
AT = Anti-Tank
AA = Anti-Air
AP = Anti-Personnel
SL = Squad Leader
LGB = Laser Guided Bomb
MLRS = Mobile Rocket Launch System
Some extra Notes:
-----------------
-Air Crew pilot jets and helos
-Ground Crew pilot MBTs, APCs, other armoured vehicles
-Anyone can pilot Transports, HMGs, Mortars
-All kits can be passengers on vehicles (APCs, Helis, etc.)
-Batteries on Defibulators have 5 uses per charge
-Individual bandages are used on the player, no one else
-Combat Medics CANNOT heal themselves with the medic bandages
-Supply Trucks and Supply Crates re-arm all kits (not vehicles)
-Vehicles resupply and repaired at special "stations" (garages, hangars, etc.)
-Rifleman ammo bags DO NOT re-arm LMGs, only re-arms mags, hand grenades, and smoke grenades
-ONLY box mag ammo bags and Supply Crates/Trucks re-arm LMGs
-Both types of ammo bags MUST be dropped to be used
-No wrench, only repairs are done at repair stations
-ALL classes have finite resources, they MUST be resupplied to continue to fight effectively
-Mortar and HMG re-arms work like the wrench, click and hold, 10 seconds to re-arm the HMG, 20 seconds to re-arm the Mortar
-Mortars use the Artillery system (interim until we get some REAL artillery

)
Removed the OFFICER class because of lack of class restriction, this could lead to 15 Platoon Leaders
MEDIC SYSTEM:
Defibulators revive the player to 25% health, under 50% health lethal bleeding begins. The individual bandage heals to 50%, the medic to 75%. Bandage healing is NOT stackable. To get the player's health to 100%, the player must heal at a medical vehicle/building.
ARTILLERY SYSTEM:
Similar to BF1942's system, artillery's scope has elevation and rotation "meters". When a request is made, coloured (different for each request) lines are displayed on the "meters" to show where the target area is. When the colured lines are put into the middle of each "meter", firing will result in a round on the target area.
LASER DESIGNATOR SYSTEM:
Click to turn it on, wherever it "hits" in the game world (limit to 500m, to prevent problems) will create a "lockable target", like the heat sources (jets, helis, oil flame), except this "lockable target" is used to LGBs and other laser guided munitions. Replace the "dumbfire" bombs on jets with LGBs, they cans till be dropped "blind", but with a laser designator, they will be VERY accurate. This can also be used for missles and rockets fire from MLRS's (and equivalent opposing army systems), and (at least for the US forces) laser guided artillery rounds (the regular "cannon" rounds that is).
Now since I have seen a couple of times the Devs say that Class Restricing is
NOT POSSIBLE, I decided to come up with this as an option for a more balanced team. The key is to make a squad need a variety of classes to be the most effective.
For example, say a squad of 6 says "Screw you beta, we're going to have 6 LMG Gunners!", now, they will have an impressive amount of firepower, but no grenades (smoke or frag) and won't be able to heal eachother.
Now this system is far from perfect, it needs some rigorous testing (playtesting and otherwise) to find its flaws, but I think diversifying the classes is the way to go to get a good, balanced system.
Well, that's my idea. Comment.