Class-based multiplayer. Your thoughts.

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Tarakos

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May 21, 2009
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I'm an aspiring game designer and, though I am only 16, I'm already creating my games to pitch in the future. Anyway, my main game has multiplayer. It is a shooter (think CoD or Gears) and the multiplayer is class-based at the moment. Now, I'm not entirely sold on the class-based system,so I wanted to see public reception of it. The classes I have right now are more in the vein of something like Team Fortress, in the way every class has a duty and distinctive feel. So far, there is the soldier, medic, heavy assault, close quarters assault, sniper, and one unique class for both sides you can play on. What do you think of the system? Do you think a game with this system could be as big as Halo or CoD?
 

Telperion

Storyteller
Apr 17, 2008
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Umh...maybe? From what you are saying the end product will be a clone, which doesn't necessarily mean it's bad. Getting a lot of support for a clone - however - can be challenging, because the originals are still out there.

Personally, I think you got two ways of approaching this: weapon drops, which are more in the line of Unreal Tournaments, or Classes, which limit armament by their very definition. The real question is: what kind of a game are you planning on making? What's the "thing" that will separate it from everything else? The reason why I believe TF 2 works is because it has a very different feel from the vast majority of team based multiplayer FPS games out there. The reason why I believe CoD 4 works is because it is mechanically superior to the vast majority of team based multiplayer FPS games out there. You probably take my meaning here...

As a side-note when I filled the five available custom classes in CoD 4, they turned out pretty familiar: Assault, Specialist, Explosives, Sniper and LMG. All of which were very much in the spirit of Battlefield: Bad Company - love that multiplayer, btw.