Originally posted by .::Tin Can::.
His name is Flaser, not Flasher. There is no H dude...
Now back on topic folks. No RPG system, ok? Loadouts are good, RPG stats are bad... thats why there are classes, I guess... just like certain ships can carry certain weapons, and others cannot.
I didn't want to make it into an RPG. It is an FPS. - However take a look at System Shock 2 - they had some nice elements that could add to gamplay, and I guess that's what really matters.
BTW as I said - youd
should be able to use any weapon, but for some extreme things you'd
need training to use them at their full potential. The way it was implemented in Deus Ex, except the crappy aiming.
Rifles, Uzis, Squadweapons - anyone can use them fairly well.
Extreme things are like:
-Minigun - it's not
that easy to go around hauling one
-Swords and their kind - anyone can slash with a knife, but can you block a Shivan with it?:devil:
-Rocket Launcher - when did anyone ever see some commando use one, or run around the place with one?
-Sniper Rifle - just because you can fire and achieve good results at a firing range, does it mean you can take down somebody 2 miles away?
-Pistols - ever tried to snipe with one? This is a specialty, a pistol is not for long range.
Also some weapons shouldn't be useable on the run. In Flashpoint this was a good point. However this wouldn't mean you can fire any weapon while moving around:
-Squadweapons, SMGs, autoshotguns - these things don't need very good aiming and were intended to be used will on the run to give firesupport to your group
-Pistols, Machineguns, Autorifles - you can fire them from the hip, but these won't be as accurate as otherwise, still weapons with a high ROF would still force the enemy to retreat.
-Rifles - these things are a ***** to use while running, but you can still manage while walking/stalking - same for rocketlauncher, grenade launcher.
The so called 'stats' I mentioned - the whole idea of a skill/stat system is to eliminate classes or loadouts.
That way you could customise your soldier.
Also if you want to eliminate any true RPG element, than there shouldn't be leveling in terms of stats - even skills if you ammend.
Let's take an example and show what I thought of:
I want a fast soldier, so I can get to places ahead of the team and scout around. I don't want heavy weaponry 'cause that would attract too much attention.
You have 5 skill points, each weapon specialty has 4 levels.
I pick pistol - 1, assaultrifle/SMG - 2, sword/knife - 2. Those are all light weapons.
I can still use any weapon, but I'm more adept at close-quarters weapons, and can use a pistol more efficiently if I run out of ammo.
I pick my 'stats' next: I have 23 stat points and each stat has a maximum of 10 and a minimum of 1. There are 4 stats: strengh, endurance, perception, agility. the base is 5 points for each and I have 3 points to spare.
I want a faster charactor so I up agility to 8 - a high stat, but I'm quite average otherway. I don't have to carry that much stuff, so I take 2 points from strengh which will be 3 - a civilian is this strong. I add it to perception - so it's 7 another high stat. Endurance of 5 is low for a close quarters fighter if I get shot, by truts my speed to ghost them instead get caught.
How will this affect gamplay, will I have to do any RPG-ish magin while playing and collect XP and whatsoever? NO.
It means I have chosen to be faster and hit more precisly with weapons. If you think this is unbalanced, mind you although I can use heavy weapons, they have a strengh requirement otherwise they will have negative effects, so I can't snipe the enemy with a badass autocannon.
Does this lead to the "I ain't have enough xxx.points to use that" situation? NO.
It merly means I have chosen to be more adept with light weapons which cause less damage, but don't slow me down. If there's a goddamn tank assaulting me, I can still drop my spare rifle and pistol and make just enough space for the bazooka. All I have to do is get in a sniping position, and remember to crounch while I fire the damn thing 'casue I'm not a towering hulk who can put up with its kickback.
The skills section only improves this philospy.
While I built a scout, I'm still capable of adding a wide range of assortments. I can be a ninja, who's the master of the silent kill, a sniper, who quickly gets in position, the cowboy, ect....ect.
Instead loadouts or classes I'm given just a bit more freedom to create my own style of playing and while it constrains me it also gives me a slight edge.
This is similar to what the classes where meant to achieve in Half-Life Team Fortress Classic.
You may either like the idea or not, but I just tried to explain it better than my last post.