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Author Topic: GRAW2: Custom Classes and Kits  (Read 1164 times)
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Wolfsong
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« on: August 04, 2007, 11:52:08 AM »

I'm putting together a mod for GRAW2 in my spare time, so I would like to start a discussion in this limited forum about ideas for classes and how they could be balanced. I'm gonna make a few different ranks combinations of these classes, so not all of them should be available at the same time with the exception of the "all classes" ranks version of course, and I'm also gonna include ranks restrictions with only 1 class for special needs... like sniper only TDM. Tongue

First step, forget about the original classes, this is a clean slate.

Second step, as I want to create an easy way to remove certain aspects of the arsenal with different ranks, I want to divide everything into as many classes as possible. Clip amounts are not important right now, that's a later balancing act. So right now I've been thinking something like this:

Quote
Rifleman
- Assault Rifle, Secondary, Frag
- Assault Rifle, Sidearm, Frag

Marksman
- Assault Rifle w/ Optics & Frontgrip, Secondary
- Assault Rifle w/ Optics, Sidearm w/ Silencer

Scout
- Assault Rifle w/ Silencer & Frontgrip, Sidearm w/ Silencer, Smoke
- Assault Rifle w/ Silencer, Secondary, Smoke

Demolition
- Assault Rifle w/ GL, Sidearm

CQB
- Secondary, Sidearm w/ Silencer, Frag
- Secondary w/ Silencer, Sidearm, Frag

Sniper
- Sniper Rifle, Secondary
- Sniper Rifle, Sidearm w/ Silencer, Smoke

Counter-Sniper
- Sniper Rifle w/ Silencer

Support
- Machine Gun, Secondary, Smoke
- Machine Gun, Sidearm, Frag
Explosive amounts are going to be limited to avoid grenade spamming of course. 1-2 tops per kit tops.

Any other ideas or suggestions for adjustment or additions?

I have a few other classes which will not be able to be combined with these as they are sidearm only and such. But let's keep this discussion on normal MP classes.
« Last Edit: January 30, 2008, 07:05:27 PM by Wolfsong » Logged

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« Reply #1 on: August 12, 2007, 04:28:17 PM »

So here is an update on the current plan.

Quote
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):
Quote
Hitman
- Sidearm, Frag

Assassin
- Sidearm w/ Silencer, Smoke

Grenadier
- M32
Special Notes:
Quote
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:
Quote
* 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:
Quote
* 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.
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« Reply #2 on: January 30, 2008, 06:58:22 PM »

This mod is back on again. It's even gotten as far as being ready for ALPHA testing... as soon as the 1.05 patch is released as it requires it. Wink

Let me know what you think about the possible balance with these kits, but I did have some guidelines when making them that should be taken into consideration.
Quote
GUIDELINES:

They will be available in both Coop and TvT/PvP game play.

There will be different kit setups which removes certain classes and/or kits, like "no frags" will remove all kits with frags and the Assault class and "no GL" will only remove the Assault class.

The ammo count should be low on all kits. You get new ammo when you die anyhow and you can pick-up weapons from dead players, so the player will have the choice of playing tactical and saving their ammo or playing wilder and having to look for new weapons all the time which could make him or her end up loosing their chosen attachments depending on which weapon they find.

Demo Skill is the ability to use C4. If a class doesn't have demo skill they are very bad at placing C4, and it will take them very very long time to do so (currently 99 seconds tongue.gif ). I'm also thinking of removing their c4planing ability all together... Demo Skill (0) is currently not used but it has a planing time of 21 seconds. Demo Skill (+1) has a planting time of 14 seconds and Demo Skill (+2) has a planting time of 7 seconds.

The "heartbeat" and "scrambler" functions are so far just an idea of mine. If they don't work out the Tracker and Scrambler class with get merged into CQB and Support will get Demo Skill (0).


Updated ALPHA kit setup:
Quote
RIFLEMAN
Standard ACU Camouflage
Type 1: Assault Rifle, Secondary, Smoke
- Rx4/ScarH/ScarL/M416/Crye/XM8/G36/M14 (6) + MP5A4 (3) + Smoke (1)
Type 2: Assault Rifle, Sidearm, Frag
- Rx4/ScarH/ScarL/M416/Crye/XM8/G36/M14 (6) + M9 (3) + Frag (1)

MARKSMAN
Multicam Camouflage
Type 1: Assault Rifle w/ Optics, Sidearm w/ Silencer
- Rx4/ScarH/ScarL/M416/Crye/XM8/G36 + Optics (3) + M9 + Silencer (3)
Type 2: Assault Rifle w/ Optics & Frontgrip, Sidearm
- Rx4/ScarH/ScarL/M416 + Optics + Frontgrip (3) + M9 (3)

SCOUT
Tropentarn Camouflage
Type 1: Assault Rifle w/ Silencer, Secondary, Smoke
- Rx4/ScarH/ScarL/M416/Crye/XM8/G36/M14 + Silencer (3) + MP5A4 (3) + Smoke (2)
Type 2: Assault Rifle w/ Silencer & Frontgrip, Sidearm, Smoke
- Rx4/ScarH/ScarL/M416 + Silencer + Frontgrip (3) + M9 (3) + Smoke (2)

ASSAULT
Grey ACU Camouflage
Type 1: Assault Rifle w/ GL, Sidearm
- Rx4/ScarH/ScarL/M416/Crye/XM8 (4) + Grenade Launcher (1) + M9 (3)

CQB
Cityblock Camouflage
Type 1: Secondary, Sidearm, Frag, Smoke
- MP5A4/G36C/XM8C (6) + M9/HK45/G18 (4) + Frag (1) + Smoke (2)

TRACKER
Woodland Camouflage
Type 1: Secondary w/ Silencer, Smoke, Heartbeat
- MP5SD/G36C/XM8C + Silencer (4) + Smoke (4) + Heartbeat

SCRAMBLER
Tigerstripe Camouflage
Type 1: Secondary w/ Silencer & Optics, Smoke, Scrambler
MP5SD/G36C/XM8C + Silencer + Optics (4) + Smoke (4) + Scrambler

DEMOLITION
Coyote ACU Camouflage
Type 1: Secondary, Sidearm w/ Silencer, Frag, Demo Skill
- MP5A4/G36C/XM8C (3) + M9/HK45 + Silencer (3) + Frag (3) + Demo Skill (+2)
Type 2: Secondary w/ Silencer, Sidearm, Frag, Demo Skill
- G36C/XM8C + Silencer (3) + M9HK45 (3) + Frag (3) + Demo Skill (+2)
- MP5SD (3) + M9/HK45 (3) + Frag (3) + Demo Skill (+2)

ANTI-TANK
Flecktarn Camouflage
Type 1: Secondary w/ Optics, RPG, Smoke, Demo Skill
- MP5A4/G36C/XM8C + Optics (3) + RPG (3) + Smoke (1) + Demo Skill (+1)
Type 2: Secondary w/ Optics, Zeus, Frag, Demo Skill
- MP5A4/G36C/XM8C + Optics (3) + Zeus (1) + Frag (1) + Demo Skill (+1)

SNIPER
Green ACU Camouflage
Type 1: Sniper Rifle, Sidearm, Smoke
- M14/MSG90 (2) + M9/HK45 (3) + Smoke (2)
- M99 (15) + M9/HK45 (3) + Smoke (2)
Type 2: Sniper Rifle, Secondary
- M14/MSG90 (2) + MP5A4 (3)
- M99 (15) + MP5A4 (3)

COUNTER-SNIPER
M90 Camouflage
Type 1: Sniper Rifle w/ Silencer
- M14/MSG90 + Silencer (2)
Type 2: Assault Rifle w/ Silencer & Optics
- Rx4/ScarH/ScarL/M416/Crye/XM8/G36 + Silencer + Optics (2)

SUPPORT
Brown ACU Camouflage
Type 1: Machine Gun, Sidearm, Frag. Scrambler
- SAW/HK21E (3) + G18 (3) + Frag (1) + Scrambler
- SAW/HK21E (3) + M9/HK45 (3) + Frag (2) + Scrambler
Type 2: Machine Gun, Secondary, Smoke, Scrambler
- SAW/HK21E (3) + MP5A4 (3) + Smoke (2) + Scrambler
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