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TF2 Style Class system for Multiplayer

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Author Topic: TF2 Style Class system for Multiplayer  (Read 736 times)
DukeInstinct
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« on: March 19, 2010, 06:14:20 pm »

Post here to suggest your ideas for different classes



Here are some of my ideas:

  • Shock trooper
    - Fast
    - Health: 100
    - Armor: 100% damage absorption - 25 Armor capacity
    - (primary weapon) Shotgun
    - (secondary weapon) Sub machine gun
    - (melee weapon) Night stick
    - (grenade) Frag grenades x3, HE grenades x3
    - (no special weapon)
  • Commando
    - Very fast
    - Health: 80
    - Armor: 50% damage absorption - 10 Armor capacity
    - (melee weapon) Knife
    - (primary weapon) Pistol (OR) Submachine gun (silenced)
    - (No secondary weapon)
    - (special weapon) C4 charges x4
    - (grenade) Smoke grenade x2, Flashbang
  • Marksmen
    - Moderate speed
    - Health: 90
    - Armor: 50% damage absorption - 50 Armor capacity
    - (primary weapon) Sniper rifle
    - (secondary weapon) Pistol (OR) Carbine
    - (no melee)
    - (special weapon) Claymore x2
  • Flame thrower
    - Slow
    - Health: 120
    - Armor: 85% damage absorption - 50 Armor capacity
    - (primary weapon) Flame thrower
    - (no secondary)
    - (no melee)
    - (grenade) Incendiary Grenades x6
    - (no special weapon)
  • Support Gunner
    - Very Slow
    - Health: 150
    - Armor: 50% damage absorption - 100 Armor capacity
    - (primary weapon) Minigun (OR) Heavy/Light machine gun
    - (secondary weapon) Shotgun
    - (melee weapon) Sledge Hammer
    - (no grenades)
    - (no special weapon)
  • Grenadier
    - Moderate Speed
    - Health: 125
    - Armor: 25% damage absorption - 25 Armor capacity
    - (primary weapon) Grenade launcher
    - (no secondary)
    - (grenade) Frag grenades x2, HE grenades x2, sticky grenades x2
    - (special weapon) Pipe bombs x4
  • Infantryman
    - Moderate speed
    - Health:100
    - Armor: 50% damage absorption - 100 Armor capacity
    - (primary weapon) Assault Rifle (OR) Carbine
    - (secondary weapon) Submachine gun (OR) Shotgun (OR) Pistol
    - (grenade) Frag grenade x2
    - (no special weapon)
  • Mechanized Infantry (The mech nazi)
    - Slow
    - Health: 120
    - Armor: 75% Armor absorption - 100 Armor capacity
    - (primary weapon) Laser Rifle
    - (secondary weapon) Laser Submachine gun (OR) Laser pistol
« Last Edit: March 19, 2010, 06:24:40 pm by DukeInstinct » Report Spam   Logged



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Nixtwiz
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« Reply #1 on: March 28, 2010, 05:01:36 pm »

    * Insurgent (Rank 20)
      - Fast
      - (primary weapon) sub machine gun
      - (secondary weapon) shotgun
      - (melee weapon) mkIII tactical knife
      - (grenade) Frag grenades x2, HE grenades x3
      - (no special weapon)
    * Spec Ops (rank 30)
      - Very fast
      - (melee weapon) mkIII Knife (throwable)
      - (primary weapon) Submachine gun (silenced)
      - (secondary weapon) USP (OR) 1911 (both silenced)
      - (special weapon) C4 charges x4
      - (grenade) sticky grenade x2, Flashbang x2
    * Marksman (rank 40)
      - Moderate speed
      - (primary weapon) Sniper rifle
      - (secondary weapon) Pistol (OR) Carbine
      - (melee) tactical knife
      - (special weapon) Claymore x2
      - plus radar scrambler (if radar in game, marksmen get one use per life that temporally jams radar)
    * Flame thrower (rank 50)
      - very Slow
      - (primary weapon) Flame thrower
      - (secondary) pistol
      - (no melee)
      - (grenade) Incendiary Grenades x4
      - (no special weapon)
    * Support Gunner (rank 35)
      - Slow
      - (primary weapon) Minigun (OR) Heavy Machine gun
      - (secondary weapon) Shotgun
      - (melee weapon) Sledge Hammer
      - (grenades) frag grenade x2
      - (no special weapon)
    * Grenadier (rank 25)
      - Moderate Speed
      - (primary weapon) assault rifle w/ grenade launcher
      - (secondary weapon) two shots RPG/LAW
      - (grenade) Frag grenades x2, HE grenades x2, sticky grenades x2
      - (special weapon) Pipe bombs x2
    * Infantryman (rank 1)
      - Moderate speed
      - (primary weapon) Assault Rifle (OR) Carbine
      - (secondary weapon) Shotgun (OR) Pistol
      - (grenade) Frag grenade x2
      - (Melee weapon) mkIII knife
    * Mechanized Infantry (The mech nazi, unlocked at highest rank (70), but a given for the devs xD )
      - Slow
      - (primary weapon) Laser Rifle
      - (secondary weapon) Laser Submachine gun (OR) Laser pistol

i didnt post the health stuff bc i didnt quite understand it. Also, i changed two of the names and some weapons that i thought better fit the classes. I also am proposing the idea the you unlock these classes at different ranks. so something along these lines. then add this with toast's weapons cache idea. when you unlock a class, you unlock those weapons in the class for the weapons cache. when using custom layouts from the cache, the primary weapon would determine your speed.
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Sarge127
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« Reply #2 on: April 09, 2010, 01:15:20 pm »

Thats Pretty good!
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« Reply #3 on: April 21, 2010, 05:02:32 pm »

Please don`t quote long paragraphs like that... We know you are replyin to the other 1 post on this thread...
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« Reply #4 on: April 24, 2010, 02:05:31 am »

That wasn't a quote. I made my own adjustments to it.
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« Reply #5 on: May 04, 2010, 07:59:42 pm »

I got a new idea for our class system.

We'll have five core classes: Rifleman, Support gunner, Special Ops, Demolitions, and CQC. The more you play of one specific class you unlock similar classes. But sucking at one of the unlocked classes will cause it to be relocked.

Rifleman -> Marksman -> Sniper
Support gunner -> Light machine gunner -> Heavy machine gunner (can't think of better titles at the moment)
Recon -> Special Ops -> Commando
Demolitions -> Grenadier -> Heavy weapons
Shotgunner -> Shock trooper -> Flamethrower

The core classes will be generally easier to use, but the more advanced classes are deadlier IF used competently.

I'm thinking this system will give players a more specific role in multiplayer matches.
« Last Edit: May 19, 2010, 04:03:13 pm by DukeInstinct » Report Spam   Logged



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« Reply #6 on: May 05, 2010, 05:06:30 pm »

i like it. now, what if we added another little thing? each class has a special ability. one can sprint fast, one has higher explosive damage, one carries extra ammo, etc. what do you think?
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Sarge127
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« Reply #7 on: June 16, 2010, 12:54:36 am »

What about some DLC? Downloadable Content. This soldier will carry any rifle... idk, call him HeroOfMany. Hence a HOM unit.
H.O.M

HeroOfMany:
Primary:Sniper, Rifle, Shotgun, ETC. (All Primarys).
Secondary:Pistol, SMG, ETC. (All Secondarys +Silencers).
Melee: Any animation (Like how spartans Assassinate).
Special Weapon:RPG, AT4, ETC. (All Heavies).

IDK its just like a Supersoldier. what do you think?

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« Reply #8 on: June 30, 2010, 08:50:50 pm »

Updated.

Tier 1 (Base classes)
- Riflemen
Primary Weapon Type: Assault Rifle
Secondary Weapon Type: Handgun
Melee Weapon: Mk3 Knife (without AltFire)
Grenades: Fragmentation x1
Special Weapon: None

Speed: Average
Armor Value: 50%
Armor Capacity:100

Role: General mid-range fighting.

- Support Gunner
Primary Weapon Type: Machine Gun
Secondary Weapon Type: Handgun
Melee Weapon: None
Grenades: Smoke Grenade x2 Fragmentation x1
Special Weapon: None

Speed:Slow
Armor Value: 75%
Armor Capacity 100

Role: Laying down suppressive fire for team mates and defending areas.

-Recon
Primary Weapon Type: Submachine Gun
Secondary Weapon Type: Handgun
Melee Weapon: Mk3 Knife (without AltFire)
Grenades: Flashbang x2
Special Weapon: Claymore x2

Speed: Fast
Armor Value: 20%
Armor Capacity 50

Role: Scouting and sabotaging the enemy.

-Demolitions
Primary Weapon Type: Assault Rifle
Secondary Weapon Type: Handgun
Melee Weapon: None
Grenades: Fragmentation x2
Special Weapon: C4 x4

Speed:Average
Armor Value: 50%
Armor Capacity 50

Role: Setting up traps to defend allied positions and sabotaging enemy vehicles.

-Shock trooper

Primary Weapon Type: Shotgun
Secondary Weapon Type: None
Melee Weapon: None
Grenades: Stun Grenade x2
Special Weapon: None

Speed: Fast
Armor Value: 75%
Armor Capacity 50

Role: Flanking and storming enemy positions.

Tier 2 (Intermediate classes)
- Marksmen
Primary Weapon Type: Battle rifle
Secondary Weapon Type: Handgun
Melee Weapon: None
Grenades: Fragmentation x1 Flashbang x1
Special Weapon: None

Speed: Average
Armor Value: 35%
Armor Capacity: 75

Role: General mid-long fighting.

- Heavy Gunner
Primary Weapon Type: Machine gun
Secondary Weapon Type: None
Melee Weapon: Sledge Hammer
Grenades: Fragmentation x2 Smoke grenade x4
Special Weapon: None

Speed: Very Slow
Armor Value 90%
Armor Capacity: 125

Role: Defending areas from multiple enemies.

- Special Ops
Primary Weapon Type: Submachine Gun
Secondary Weapon Type: Silenced pistol
Melee Weapon: Mk3 Knife (without AltFire)
Grenades: Flashbangs x3
Special Weapon: Claymore x3

Speed: Somewhat fast
Armor Value: 20%
Armor Capacity: 25

Role: Sabotaging the enemy.

- Grenadier
Primary Weapon Type: Grenade Launcher
Secondary Weapon Type: Submachine Gun
Melee Weapon: None
Grenades: Fragmentation x5
Special Weapon: C4 x1

Speed: Somewhat slow
Armor Value: 65%
Armor Capacity 75

Role: Assaulting enemy positions that have lots of cover.

- Assault Troop
Primary Weapon Type: Assault Rifle
Secondary Weapon Type: Shotgun
Melee Weapon: None
Grenades: Fragmentation x3
Special Weapon: None

Speed: Very fast
Armor Value: 50%
Armor Capacity: 25

Role: Flanking and storming enemy positions.

Tier 3 (Advanced classes)
- Sniper
Primary Weapon Type: Sniper Rifles
Secondary Weapon Type: Silenced pistol
Melee Weapon: Sickle
Grenades: Smoke grenades x2
Special Weapon: None

Speed: Somewhat fast
Armor Value: 50%
Armor Capacity: 10

Role: Assassinating targets at long range and defending wide open areas from concealment.

- Chain Gunner
Primary Weapon Type: Chaingun
Secondary Weapon Type: None
Melee Weapon: None
Grenades: None
Special Weapon: None

Speed: Super Slow
Armor Value: 50%
Armor Capacity: 50

Role: Defending the main base

- Commando
Primary Weapon Type: Silenced Pistol
Secondary Weapon Type: None
Melee Weapon: Mk3 Knife
Grenades: Flashbang x2 Smoke grenade x2
Special Weapon: C4 x2

Speed: Super fast
Armor Value: 0
Armor Capacity: 0

Role: Uses stealth to eliminate high priority targets.

- Heavy Weapons
Primary Weapon Type: Submachine Gun
Secondary Weapon Type: None
Melee Weapon: None
Grenades: Fragmentation x3 Flash bangs x2 Smoke grenades x1
Special Weapon: RPG/Rocket Launcher

Speed: Average
Armor Value: 50%
Armor Capacity: 50

Role: Destroying enemy vehicles.

- Flame thrower
Primary Weapon Type: Flame thrower
Secondary Weapon Type: None
Melee Weapon: Axe
Grenades: Incendiary Grenades x4 Fragmentation x2
Special Weapon: None

Speed: Average
Armor Value: 80%
Armor Capacity: 100

Role: Close quarters combat. Clearing enemy held buildings.
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« Reply #9 on: July 02, 2010, 12:47:46 am »

It's good. I think the commando should have my silenced sniper MP5 along with a silenced pistol.
also, demolitions should have the LAW instead of a pistol.
what if we changed it a little to be like this.
Each class has a certain usable weapon class. Standard rank ups can unlock different weapons from certain classes (Assault weapons, Light Snipers, Heavy Snipers, Etc.)
Every Tier has a gun assigned to it, but if you unlock any weapons that fit its weapon class, you can choose which to use. below may explain it a little more.

MARKSMAN (All scoped weapons, Silenced Pistols)
-Rifleman
STANDARD-AK47 W/ Short Scope
(Assault Weapon with close range scope (M16, AK47, etc.)

-> Marksman
STANDARD-SVD
(Light Semi-Auto Snipers(SVD, WA2000, Etc.)

-> Sniper
STANDARD-TYPE 96 (A.K.A. MK96/L96)
(Heavy Bolt-Action Snipers (L96, Barrett M90, Etc.)

SUPPORT GUNNER (All Extended Mags and RED DOT SIGHTS (Box Mags))
-> Support gunner
STANDARD-M16 w/ box mag
(Assault Weapon with Box Mags (ak47's, m16's, etc.))

-> Heavy Gunner
STANDARD-XM8 LMG
(Heavy Assault (SAW, M60, Etc.))

-> Chain Gunner
STANDARD-MINIGUN

RECON (all weapons silenced)
-> Recon
STANDARD-MP5 SOPMOD
(silenced smg, possible red dot (MP5 Sopmod, P90 Sopmod, etc.)

-> Special Ops
STANDARD-M4 SOPMOD
(silenced light assault/smg(ie: MP5 TSRS, M4 Sopmod, etc.)

-> Commando
 (UNKNOWN)

DEMOLITIONS (all have an explosive, mid range special weapon, ie: AT4, LAW, RPG, Etc.)
->Demolitions
STANDARD-Remington 870
(shotguns (R870, SPAS12, STRIKER)

-> Grenadier
STANDARD-FAMAS w/ grenade launcher
(Assault w/ grenade launcher (M16, FAMAS, FAL, Etc.)

-> Heavy Demolitions
STANDARD-SAW
(Heavy Assault(SAW,M60,etc.)

HEAVY WEAPONS
->Shock Trooper
STANDARD-R870
Pump Shotguns (R870, etc.)

-> Heavy Assault Trooper
STANDARD-SPAS12
(Semi/Auto Shotgun (STRIKER, SPAS12, Etc.)

-> Flamethrower


Add this with Duke's melee weapons, grenades, special grenades, and equipment (C4, etc.)
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