So here is an update on the current plan.
Rifleman
- Assault Rifle, Secondary, Smoke
- Assault Rifle, Sidearm, Frag
Marksman
- Assault Rifle w/ Optics & Frontgrip, Sidearm
- Assault Rifle w/ Optics, Sidearm w/ Silencer
Scout
- Assault Rifle w/ Silencer & Frontgrip, Sidearm, Smoke
- Assault Rifle w/ Silencer, Secondary, Smoke
Assault
- Assault Rifle w/ GL, Sidearm
CQB
- Secondary, Sidearm, Frag, Smoke
Tracker
- Secondary w/ Silencer, Smoke, Heartbeat
Scrambler
- Secondary w/ Silencer & Optics, Smoke, Scrambler
Demolition
- Secondary, Sidearm w/ Silencer, Frag, Demo Skill +2
- Secondary w/ Silencer, Sidearm, Frag, Demo Skill +2
Anti-Tank
- Secondary w/ Optics, Zeus, Frag, Demo Skill +1
- Secondary w/ Optics, RPG, Demo Skill +1
Sniper
- Sniper Rifle, Secondary
- Sniper Rifle, Sidearm, Smoke
Counter-Sniper
- Sniper Rifle w/ Silencer
- Assault Rifle w/ Silencer & Optics
Support
- Machine Gun, Secondary, Smoke, Scrambler
- Machine Gun, Sidearm, Frag, Scrambler
Special Classes (not included in balance):
Hitman
- Sidearm, Frag
Assassin
- Sidearm w/ Silencer, Smoke
Grenadier
- M32
Special Notes:
Explosive amounts are going to be limited to avoid grenade spamming of course. 1-2 tops per kit tops, with exception for Demolition which I planed to have 3 as he doesn't have a primary weapon. Assault only get 1 round for the GL.
The Counter-Sniper has been given no additional equipment besides his rifle simply because they are really really hard to find with no muzzle flash and no loud noise, so their drawback is that they don't have any other equipment.
Those that have an assault rifle will only have the option of the MP5A4 when they can combine it with a secondary that is not silenced, and the MP5SD when the secondary is silenced. This because the other secondaries are very much like the assault rifles and it feel strange to combine those. Why would you have an M8 and an M8 Compact for example. M8 and MP5A4 is a more logical combination is that case.
Same goes for sidearms. Most classes have only the M9. Otherwise there would be too many kits. Also, the Glock 18 is pretty powerful up close so I've limited that to support and CQB classes. The HK45 is a bit more widely used as an option for those that have no primary weapon.
Most classes have 3 clips for their main weapon. It depends on if they have a second weapon at all of course. Rifleman and CQB have 6 for their main weapon as their strength is in ammo due to the lack of attachments on their weapons.
Snipers and Counter-Snipers have 2 so people will think a little before selecting those classes. M99 has 10 rounds.
Special Coop version of all kits will be made with more ammo.
With those restrictions the current list holds:
* Rifleman: 16 kits
* Marksman: 11 kits
* Scout: 12 kits
* Assault: 6 kits
* CQB: 7 kits
* Tracker: 3 kits
* Scrambler: 3 kits
* Demolition: 12 kits
* Anti-Tank: 6 kits
* Sniper: 9 kits
* Counter-Sniper: 9 kits
* Support: 8 kits
And camouflage code for each class:
* Rifleman : Standard ACU Camouflage
* Marksman : Multicam Camouflage
* Scout : Tropentarn Camouflage
* Assault : Grey ACU Camouflage
* CQB : Cityblock Camouflage
* Tracker : Woodland Camouflage
* Scrambler : Tigerstripe Camouflage
* Demolition : Coyote ACU Camouflage
* Anti-Tank : Flecktarn Camouflage
* Sniper: Green ACU Camouflage
* Counter-Sniper : M90 Camouflage
* Support : Brown ACU Camouflage
Most of this system is done now with almost 1800 lines, but it's pretty easy to adjust if there are any suggested changes which have reasonable motivation.