Hello, cruel world.
I remember quite fondly my thoughts of the segragated weapons for different classes in INF, but now that I think about it, it really _does_ make since.
But there was another point I made that I feel needs further elaboration. I still think it would be a great idea to have the different classes have different cash/bulk/weight restrictions, to give the gameplay some more strategy, and add some balance to boot. The potential problems associated with this are obvious, everyone would want to be the class with the most cash, to use the cooler weapons easier. And the poor fool with low cash and high carrying ability might be picked every so often as kind of an experiment, not a good thing.
But the ramifications (big words... ow) of 'standardization' are also far to apparent in a rather popular mod for Half-Life called Counterstrike. This game has a nasty tendency to develop a vicious cycle of one team winning over and over again simply because they started with better equipment, and some lamers switched teams, and it's all downhill from there. Being on either end of this situation is very boring and not fun at all. How does this apply to INF, you ask? Easy. When a team wins, it's team members will get to keep it's 'previously owned' equipment from the last round. So you would see a team loaded up on M4's and p90's and more ammo than they could eat, and armor to boot. I like TFC for an important reason, it's a BALANCED game at all times. Skill is the ONLY thing that puts one team over another, as weapons mean not a whole lot.
But INF _will_ have every weapon available to everyone, so it's moot. But, I think that giving different classes different stats will add depth to the game. 'Cause if every class is exactly the same, what's the point of calling them classes? I know instantly that the SpecOps skin will be the most popular, because it will undoubtedly have better, 'cooler' camo on it, making it sort of a 'cheat skin'; hard to acquire, and hard to see.
Plus as an added benefit, the INF team will get the benefit of originality. Several mods offer realism and a cash system, the unrealeased Firearms for HL is a prime example. It too has a standardized money cap for all players, just not the bulk/weight, but it is by comparison a much smaller mod in scope. But customizable classes? Who'ld of thunk of it? It makes the game so much more than what CS has -devolved- into:
Cash-Based Deathmatch.
I hate to go off into a semi-rant, but the impression that i get from the team is that all 'classes' are created equal in INF.
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If ignorance is bliss, why are'nt more people happy?
[This message has been edited by FabulousRex (edited 03-04-2000).]
I remember quite fondly my thoughts of the segragated weapons for different classes in INF, but now that I think about it, it really _does_ make since.
But there was another point I made that I feel needs further elaboration. I still think it would be a great idea to have the different classes have different cash/bulk/weight restrictions, to give the gameplay some more strategy, and add some balance to boot. The potential problems associated with this are obvious, everyone would want to be the class with the most cash, to use the cooler weapons easier. And the poor fool with low cash and high carrying ability might be picked every so often as kind of an experiment, not a good thing.
But the ramifications (big words... ow) of 'standardization' are also far to apparent in a rather popular mod for Half-Life called Counterstrike. This game has a nasty tendency to develop a vicious cycle of one team winning over and over again simply because they started with better equipment, and some lamers switched teams, and it's all downhill from there. Being on either end of this situation is very boring and not fun at all. How does this apply to INF, you ask? Easy. When a team wins, it's team members will get to keep it's 'previously owned' equipment from the last round. So you would see a team loaded up on M4's and p90's and more ammo than they could eat, and armor to boot. I like TFC for an important reason, it's a BALANCED game at all times. Skill is the ONLY thing that puts one team over another, as weapons mean not a whole lot.
But INF _will_ have every weapon available to everyone, so it's moot. But, I think that giving different classes different stats will add depth to the game. 'Cause if every class is exactly the same, what's the point of calling them classes? I know instantly that the SpecOps skin will be the most popular, because it will undoubtedly have better, 'cooler' camo on it, making it sort of a 'cheat skin'; hard to acquire, and hard to see.
Plus as an added benefit, the INF team will get the benefit of originality. Several mods offer realism and a cash system, the unrealeased Firearms for HL is a prime example. It too has a standardized money cap for all players, just not the bulk/weight, but it is by comparison a much smaller mod in scope. But customizable classes? Who'ld of thunk of it? It makes the game so much more than what CS has -devolved- into:
Cash-Based Deathmatch.
I hate to go off into a semi-rant, but the impression that i get from the team is that all 'classes' are created equal in INF.
------------------
If ignorance is bliss, why are'nt more people happy?
[This message has been edited by FabulousRex (edited 03-04-2000).]