New Classes

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Aethelgrin

Now playing, EVE Online. Do not disturb.
Apr 6, 2004
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www.high-on-coffee.org
Bah the game in itself is kind of jammed around number 3. Classes, weapons, vehicles, ammo/shield/health packs. How would you not throw the balance off the window by putting in a fourth class?
But if you are to do it no matter what, please tell me we could play a Skaarj like the ones found in Unreal II! If I remember well, they could deflect bullets by crossing their claws and standing still? And they charged like mad cows... Of course if you guys manage to balance it all so they're just as good as the other existing classes, it would be a quite a feat. And for those who haven't seen a Skaarj yet in their life...
unreal2_screen_08.jpg

Unreal tournament's skaarjs can go and hole themselves up.
 

GotBeer?

The nozzle is now calibrating
Mar 10, 2004
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Bleeder said:
I would love to see a "Thief" class whose primary advantages are running super fast, cloaking/invisibility, ability to sneak into cracks/mapholes easier, and not ever showing up on radar with an artifact. Not sure what the weapons would be... definitely some sort of enhanced super smoke gun for smoke cover. The thief would prob have even crappier armor than the ranger.
Someone wanna make that "b@nned" under Bleeder's name official? :D
 

]Vik[

tera
Jul 10, 2004
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www.tera-gaming.de
i thought you wanna make a total convertation of the orginal U2:XMP
why do you want create new classes , i only read the first post , i hope that the fourth class won´t become real and that the discussion about it is only a joke :(
 

PITZ2030

New Member
Feb 1, 2004
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FMI ,you have a Concept ? Pictures ? Show us .How about a Female Version of each XMP-Classes ,like in Unreal 2 "The LeandryAngels"
 
Jun 3, 2001
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Visit site
I think a good 4th class would be one which only has close combat weapons that cause a lot of damage or are 1 shot kills. If you wanted to give it the ability to cloak aswell that would be cool, but only allow it to cloak for about 5 seconds or so, and make that completely deplete the class of energy (for running and stuff) when this happens.

You could also make it as fast as if not slightly faster than the ranger, and with similar armour.

Basicly a class that you can run around in bases/closed areas and cause quite a lot of damage but isn't very succeptable to much damage itself. Due to having low armour and stuff and only being close combat making it reasonably fast for open areas would be quite cool along with a possible cloak mode.

Hell, you could give it the ability to repair vehicles aswell if you wanted to balance it out completely seeing as techs got hacking, gunners have turrets and rangers have health, might aswell make a 4th class vehicle orientated.
 

.sl0w.

******
...i think they are just collecting ideas for new mutators they could kick out with the final UT:XMP ( similar to instagib, adrenaline, whatever...).

Could be that they finally got some free time beside their beta-testing -fixing ( ut:xmp close to release, eh ? :) ).

New Classes ? Skaar class or teh suppleier would be nice ;)
 
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Spacelord (GER)

Apocalypse Dude
Feb 12, 2004
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The suplier could be a nice idea (esp for teams/clans) but I guess noone would play it on the publics. No weapons, no artis, just the supporter role, not the offense hero, not the godlike fragger. Rarly seen somebody in the defense - who would like to do a job which is much more aweful than staying in base all time - plus gettin fragged everytime cos of the lack of weapons?
Although "deployment" on the battleground would be quite helpful, what about spawning additional vehicles, like raptors outside enemys base for his arti- stealing mates?! Or manable turrets?

Irrespective which class might be added - I agree with Zaknafein. Keep it Unreal! There are some nice weapons which are not in xmp yet. Drag Laser of course, or the ant rifle. New nades might be panicing the enemy (those who have played "Half Life Fortress" know what I mean) or slow down his movement (anti-ranger nade).
 

MadMan2k

New Member
Aug 2, 2004
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no, drop the idea of a fourth class - its like trying to add a new figure to chess;
The key of the gameplay is the combination of the three base classes.

So if you have new abilities to distribute give them to the existing classes.
The only thing I actually miss in XMP is an air-vehicle, which I imagine as a kind of cicada.

But why do you ask everytime "do you want this in green", "do you want this in red" (...) instead of simply asking which colour you want?
 

NRK

Nercury
Apr 20, 2004
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Spacelord (GER) said:
The suplier could be a nice idea (esp for teams/clans) but I guess noone would play it on the publics. No weapons, no artis, just the supporter role, not the offense hero, not the godlike fragger. Rarly seen somebody in the defense - who would like to do a job which is much more aweful than staying in base all time - plus gettin fragged everytime cos of the lack of weapons?
I would like to do that. If it would have some speed and ability to steal atis. Remember he has possibility to drop suplies and heal himself or teammates only when energy reaches quite high level. I think this class should have faster speed than ranger, but not so powerfull jump jets. Also maybe instead of primary weapon he could use some shield gun. Also to make class unique, it must have some "cool" weapon (spy drone sounds interesting, for example, you could detonate mines with it). So suplier class is nice idea. Of course, it would need lots of testing and tweaking. Also it should be the worst class for sure, because we dont need all players playing only with this class.

For those who say that new class may hurt XMP, it may loose it original style blah blah blah... Look to any RPG game. Nothing BALANCED can ruin the game. However, another class would add some new dimension in game, and, of course, too many classes is bad thing, because it may turn from variety to mess.
 

heavy_wargod

destructive poppets!!
Nov 25, 2004
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if he has only a shieldgun it can't kill mines so if the enemy base is mined, he can't grab a artifact
 

chipmunk

(NBK-Daft)
Nov 26, 2003
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www.clan-nbk.com
dropship commander

grfx_xmpdrops.jpg


limit 1 per team

abilities:
1. controls the dropship from hawkprey's concept art, which can carry up to six teammates into battle.
2. can drop supply packs that heal vehicles

disadvantages:
1. the commander cannot exit the dropship. this also means he/she cannot pick up / capture artifacts. the dropship can't pick up a player with an artifact.
2. cannot spawn anywhere but at 1 or 2 specific deploys (which must be located outside of the bases).
3. low health / low shield. hitscan weapons do almost no damage to the dropship. 1 emp grenade, 2 shock lance balls, or 3 direct rocket hits will destroy it and any players inside. 1 conc grenade disables movement for 2-5 seconds, and does heavy damage (teammates can still deploy themselves during this time, but the commander is a sitting duck).

SCHEMATICS:

CONTROLS
-forward, reverse, strafe left, strafe right

-mouse view to turn left/right and pitch up/down (but there should still be the freedom to look around at will without throwing the ship around like a rag doll)

-crouch to move downward, jump to move upward

-sprint to get a short acceleration burst (the dropship accelerates quite slowly, but holding sprint should effect this)

WEAPONS
-primary fire = laser pointer / target painter. this is not a weapon. it's just a tool to communicate with your teammates. the commander could point out enemies, enemy turrets, or anything else important that he may see in the sky.

-alt fire = the tech's emp grenade. there should be a limit of 5 grenades and the commander should have to return to his deploy point to resupply. (incediary grenades could work too if it's found that the dropship is too weak)

-the second weapon slot would be the vehicle repair packs. the dropship can't fire grenades and drop packs at the same time; it must switch weapon slots.

basically, the dropship should be pretty useless against players. it should be fairly to highly effective against turret farms and vehicles. it's weak against any projectile that would damage other vehicles and turrets

SPEED
-slow foward acceleration. this is to prevent the drop ship from being to powerful.

-nimble lateral movement to avoid incoming fire (maybe a tap tap sequence could juke the ship like a dodge)

-max speed should be no faster than a sprinting ranger. the ship should outpace every other class, but at the same time be hittable.


"WHAT OTHER PLAYERS SEE"
each of the six "seats" in the dropship is actually a pod that holds the player. while inside the ship, a player cannot move until he deploys himself onto the field. to deploy himself, the player would simply point at a spot on the ground and hit the use key. his "pod" would then be fired toward that spot with a downward arc (to prevent players from shooting directly across the map). when the player gets close enough to the ground, he would hit the use key again to eject from the pod. if he doesn't, the pod crashes into the ground killing him. he sbould also be able to use his jump jets to cushion his fall after ejection.

the player will have a complete view of everything on the bottom half of the ship. if you were to picture a sphere cut in half, the bottom half would be the player's field of vision. he will have one or two modes of fire while in the pod.

-primary fire = U2 dispersion pistol type projectile. almost no damage to players, but fair to good damage to deployables and the manable turrets. roughly 4-5 direct dispersion hits should take out an auto turret, 6-8 hits to kill a rocket turret, and 10 plus to kill the manable ones. quick fire rate, quick projectile speed.

with up to 6 of these turret crunching "dispersion pistols" firing at the same time, and the commander with the ability to drop emp grenades... turret farms will be a thing of the past.

-possible alt fire = drakk laser? something that would take alot of skill to hit with, but would significantly damage other players. It shouldn't do as much damage as a sniper bullet... but a couple direct hits should be able to kill a ranger.

I don't think there should be unlimited ammo. The entire dropship should have a set amount, like say 500. each time a player fires a dispersion shot, it takes 1 ammo. each time he fires a drakk laser, it takes 2. Something similar to that. Also remember the drop ship can't resupply until it goes back to it's deploy point.

Oh also, I'm thinking either the Aida model or the John Dalton model would be PERFECT fits for this class. :D
 
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NRK

Nercury
Apr 20, 2004
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Lithuania
Its quite interesting concept chipmunk. I hope it could be used one day to create expansion of expanded multiplayer ;)
 

heavy_wargod

destructive poppets!!
Nov 25, 2004
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hope there will be a new class with drak laser and ant rifle, but then you have to get points for killing such an ant and must disappear because if you resupply you can place unlimited ants and then it will be unplayable unless you shoot them massively dead with the juggernaut. and as deployable for example a nest for the ants(know its a stupid idea about the nest)
but one problem: what grenades does the new class shoot?

or a weaponfuser, that he can fuse weapons of others and he'll get a lot of points for it. for example, the gunner if you fuse them you'll get a flaming rocket that has on impact a concussioneffect and pops out a grenade. :lol:
or the ranger that shoots one massive energybolt, that has almost direct impact, so not like the sniperrifle.
and the tech, a bullit with flaming effect and on impact gas and EMP-effect.
OR WHAT EVER!

and to prevent that each team right away spawns with that class and starts fusing massively you can set a condition. for example: if your team has only 1 artifact left registrated and the other team has 3 registrated then he may respawn, but he takes your only left artifact and uses it as an energysource and must have at least 1000 or energy. if he respawns, he'll use up a full 200 of energy. the fusing of 2, 3 or 4 weapons will take 10, 15 or 20 seconds to fuse and gives the fuser 150, 250 or 350 points. if the fuser gets killed, he drops the artifact and the artifact becomes crystal. the team that picks it up has it right away in its artifactnode. the fuser gets an share in the player that let his weapons fuse, so a juggernautkill 1000 points it will be 900 points and 100 to the fuser. if a player gets killed the killer will receive for each fused weapon(so rocketlauncher+flamethrower are 2 fuseweapons) the playerkill *2.50.

or course all hard to code and FMI will never do this
 
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