Different soldiers trained in different things

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Derelan

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Jul 29, 2002
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yurch said:
No.

It's a throughoutly complicated and annoying system that only serves to 'fix' an extremly minor and rare issue.
There's no sense in forcing players to go through all that, it's hard enough to get started in inf anyway.

I have to agree.
 

gal-z

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May 20, 2003
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Maybe it's not that important to have something like that into the game, and nearly impossible to make realisticly, but you must understand that the game does limit your physical abilities - no matter how much you practice there's a minimum amoun of time it'll take to snipe a man at 500 meters or the time it'll take to run 500 meters with x weight/bulk. I was thinking to change that, but I guess it's not that important and not worth much bother considering the relatively small change it'll make to the game.
 

chuckus

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Sep 23, 2001
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The only thing I'd want really that's remotely close to those lines is almost damn near impossible to code and not all that useful lol.

If inf could somehow save and monitor your characters progression, you'd have a file on him. If you suck with pistols and rock with rifles it's documented. and you're rank, qualifications and specialties are documented as you progress. no benefit in gameplay is given other than aesthetic changes (e.g. Rank, insignias or other such things). The only real reason why this would be useful is that if you qualify as "bunny hopping" jerk (by tracking your playing style and comparing it to a standard) you'll get a blazing NEON GREEN ASS, stamped on your character for a period of time as punishment.. HAH!. Of course, then we get into a debate of 'what qualifies as good or bad gameplay? How do you know etc etc. But still... that would rock.
 

FieldMedic

Less good UT Player ever
Aug 30, 2001
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Maybe it is why i like the Specialist gametype , because it has 2 players classes, the soldier and the specialist unlike every other gametypes.

Well, no wonder very few people played Specialist and a lot went TDM, if as i can see from this thread classes are too complicated for the player.
 

(SDS)benmcl

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A class system is not too complicated. I just don't like what is described here. I do not feel that having some abilities enhanced or reduced because of I choice I made is not what Infiltration should be about. If I want such I system I would play Never Winter Nights.

As for the specialist, all that is being done is a loadout restriction for one player. It is border line I know. Actually I like playing the specialist. When EAS maps get more interesting I would give it another go.
 

dive

Infiltration:: Like crack, but better
Sep 26, 2002
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dude, i would LOVE to play that... i was addicted to morrowind like some kind of crack for a long time.

but then it would have no online game, and you'd spend HOURS running to objectives :)
 

Burger

Lookin' down the iron-sights...
Aug 9, 2004
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How about this:

Skills

CQB - Faster Aiming from hipped to aim. Faster Grenade pin pull.
Assault - Better Stamina, Faster Grenade pin pull, Faster Reload (if possible)
Demolitions - Faster Claymore arming, less recoil with shotguns.
Sniper - Less 'bobbing' and less recoil (for a period of time.)

Method of inclusion would be through the Equipment menu, like tracers.

They would be something like "CQB Skills", "Assault Skills", "Demolition Skills", "Sniper Skills".

Like the balaclavas and helmets/boonie Armour, only one would be allowed.
ACOG equipped weapons would also be positively effected by the sniper skill.

Ideas...?
 

Beppo

Infiltration Lead-Programmer
Jul 29, 1999
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imo a 'classic' class system that has properties/categories like stamina, dexterity, accuracy and stuff like that can only work in a game like INF if you limit it to stuff like stamina and dexterity or you do what we did and have a general soldier model affected by the bulk you carry. Accuracy 'adjustments' due to skill settings are nothing I want to see in FPS games. The weapons and your own skills define your accuracy, your speed in handling a weapon and stuff like that, not some magic numbers.
The stamina system would still work with stuff like skill points if you ie can choose to be able to walk/jog/sprint faster but cannot take as much bulk with you or you can take more bulk but run around slower. But that is what we already have implemented by giving each item a bulk value that affects your stamina and so affects your movement speed.

The only 'class' system I really see for INF is the one we already have in mind for the next title. Means a class system that specifies what type of vehicles you are allowed to drive/fly and what type of weapons you can choose from based on the training you ran thru as such a type of soldier. It will not be a class system like Sniper, Infantrymen, SpecOps that then will let you choose between specific weapons only designed for this one type of soldier. The class will always define a group of available soldiers that you then set up by defining a loadout out of a bunch of weapons from pistols over shotguns, MPs, ARs up to sniper rifles and support weapons. Ie just the available types of weapons and/or the available attachments will vary in addition to the vehicle types you can drive/fly.
 

Lt.

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Aug 11, 2004
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EDIT: thx Ros, I just got very spooked by the way he wrote it.
after re-reading I can see how he was saying, more, you select based on personal tastes. Rather then selecting 'spetznaz' and getting stuck with weapons, you select your weapons and then maybe create a sort of custom spetznaz 'class', based on your playing style?
 
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Beppo

Infiltration Lead-Programmer
Jul 29, 1999
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hehe, it was meant that way, but not as drastic as you interpreted it it seems.

A simple example:
a pilot 'class' that is able to fly a chopper for example will have the typical pilot equipment. Means he will have a specific selection of weapons and other equipment items he can choose from. A standard chopper pilot would never have a sniper or assault rifle with him. Not even a MP. A pistol would be the only thing he really can take or maybe the modern PDWs that are really small if we find a source for their usage in this sector. Sure the pilot is a very special class but that's how it is meant.

Another example maybe without telling too much of the system we have in mind...
if you decide to play in a standard infantry group, then you will get a selection of standard infantry equipment. This means you get standard ARs, MPs and stuff like that and maybe 'standard' sniper rifles that are used in this sector.
If you decide to play in a special forces group, then you will get a selection of 'standard' spec ops equipment. Like weapons with suppressors available or other special equipment designed for that role.

So, the 'class' decides a bit what will be available for you to choose from. This will by far not be as restrictive as you see in some games out there where you have real classes and each of them gets one or two weapons to 'choose' from. No, the equipment will allow you to fit into the group you have selected.

In addition your 'group' will not be able to carry a M16, AK, Galil and a FA MAS together if the scenario setups restrictions. If we get enough stuff together then the available weapons will be restrictable by the given scenario of a location and the side you will play on for example.

But please, do not overreact now or compare this system with stuff you already know from games and mods out there, it will most likely be totally different from the stuff you have in mind now... you will have enough toys to choose from...