[ShootMania] Classes

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PozitiveRP
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[ShootMania] Classes

Post by PozitiveRP »

Hi!
I just wonder, if there are classes, like for example in Team Fortress 2. But you can figure out much better system. So every class have different weapons, and every class need different play style. In this way the playtime will increase extremely. I think the maximum is 10 weapons for a class, because if there's around 20 weapon, nobody can learn which weapon is better in which map / situation.
My idea is to have 5 class, like:
Explorer - Fast and informative
Assault - The easiest class, good balance between damage and speed
Heavy - Big damage but slow
Doctor - Ofc the doctor is the doctor
Specialist - Unique character, know different things like sentry gun, flaming, detonating, etc.

The classes must be funny, maybe cartoon or comics.
And if there're 5 class, we clan plan some more exciting (competitive) matches in 5on5.

Cheers!
tcq
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Re: [ShootMania] Classes

Post by tcq »

As Hylis said somewhere, the maniaplanet games should be easy to learn and to play. So i hope there won't be different classes,just different weapons.
But a cel shading look would be indeed really funny. But as we allready had the picture of Cyro, i doubt this will happen.
Yrp360
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Re: [ShootMania] Classes

Post by Yrp360 »

I'm agree with ticiqu. When we take a look at Trackmania, there's only one gameplay per environment, so that driving is very intuitive. I hope that SM will be in the same "mania" spirit :)
PozitiveRP
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Location: Dabas, Hungary

Re: [ShootMania] Classes

Post by PozitiveRP »

I agree with your points, but this is a shooter game, so i think there'll be teams, and teamwork is indispensable. And people don't have to learn classes they don't like, they just have to choose only 1, which is the most suitable.
tcq
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Re: [ShootMania] Classes

Post by tcq »

PozitiveRP wrote:I agree with your points, but this is a shooter game, so i think there'll be teams, and teamwork is indispensable.
Why shouldt teamwork implicate that you need to use different classes? Look for example at UT2003.
Timmeh7
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Re: [ShootMania] Classes

Post by Timmeh7 »

Exactly! I just wanted to bring up Unreal Tournament, too, cause I like this system much. I've also searched for some infos and found that:
TRANSLATION FROM GOOGLE:
I have not had the courage to read everything that was said so forgive me if the questions I ask myself have already been answered.

Besides the fact that "classes" have no place (in my opinion) in a game like this in the same state of mind that TM (everyone on an equal footing), I fear to cope with simplistic gameplay. I think that is where the difficulty Nadéo, make something accessible and addictive. Personally too quickly mastered gameplay has never made addicted, so I'm curious to see how it goes.

Have you one a bit of information about it?
Source:http://forum.maniaplanet.com/viewtopic.php?p=3432#p3432

Hylis answered (quoted from the centralized new thread):
Arnoz31, you are absolutely right, in a game one should probably be able to progress endlessly.
The multiple class system multiplies the available time to progress i suppose, kind of like the different gameplays in TM. But with a good elaborated gameplay, like each one in TM, you can also progress for a long time.
That's exactly what we need, but we mustn't make that progression too complicated, with too big steps up.

I add that it could be good to be able to progress without learning new things.
I find it a bit too difficult to have to know everything about all classes, their best applications and weak points, their best weapons in each situation etc.
I underlined the most important stuff... Maybe i understood it wrong, but that sounds like that a multiple class system could be cool, but instead they have this "elaborated gameplay", so they dont need, cause it makes fun even without classes. Please correct me if I got this wrong.
tcq
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Re: [ShootMania] Classes

Post by tcq »

This was exactly the quote i was searching for =) Nice work Timmeh7.
And i understand it also the way, that the gameplay of SM will be simple t learn but hard to master (like in the different TM environments, where i'm still learning stuff, even after 5 years of playing oO). If SM will be the same way, i will looking forward to it.
Even if i can't imagin how this should work for a shooter, but i guess nadeo wil figure it out and surprises us.
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Trackmaniack
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Re: [ShootMania] Classes

Post by Trackmaniack »

I don't think classes are necessary...I envision people starting to form clans and teams, and then the classes will come out of that. For example, pre battle, people are chatting it up: Okay, reddog47 is the medic, RedThunder is the scout, blah blah blah. Each person on the team decides a role, and then it can change from game to game based on who needs what where. Or something. But then it's more flexible than going into the player profile and saying "Class=heavy weapons guy"
This way it becomes easy for the specialists with a certain skill to become the best in their role. For example, I LOVE exploring a map. So I'd probably be a good scout. But people who don't want to specialize can be the general infantry who fight head to head. Which is probably what most of a team is going to be made up of anyway, if teamsizes are going to be anything like the size of players we see now.
Last edited by Trackmaniack on 02 Dec 2010, 15:39, edited 1 time in total.
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AngelFred
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Re: [ShootMania] Classes

Post by AngelFred »

I like your idea Trackmaniack and I think this would be very cool like that. Like the «scout» role is only because the guy taked a fabulous shotgun and is the first in line. Or the sniper is only the best at sniping and taked a sniper.
This is all about skills and not about the classesthat you want to take. That would be cool too!
La vie est belle!
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Trackmaniack
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Re: [ShootMania] Classes

Post by Trackmaniack »

:-P Somethin' like that. And I'm thinking if the battlefields are anything like the size of races we have now, well there's going to have to be subsquads, you know? Like if there's even 50 players per team, well we can split that up into 10 groups of 5. Or 5 groups of 10. That one may be better. A commander, a medic, a scout, a sniper, a heavy, and then 5 gen inf. That sounds like a good combo, just off the top of my head from what I get playing other wargames.
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