Poll: Class-based FPS multiplayer: More customization/fewer classes or more classes/less customization?

Recommended Videos

Subaltern

New member
Mar 28, 2012
27
0
0
I'm a game designer working on a team-based multiplayer indie FPS (all those adjectives!) for Windows and Mac. I want to share a lot of our game design bits during development here in order to get feedback from here so we don't end up pushing out a big ol' turd.

Before I dive into the main topic, here's some background on a couple, relevant bits of game design:

Our game features classes that have specific class equipment options. We're big fans of customization so we give players 6 slots to put weapons and class items in. They can put in 5 weapons and just 1 item or 1 weapon and 5 items or anything in between. The only other limit is that they need at least one weapon and one item. Why would a player want to have just one item and one weapon if they could use 6? I'll cover that in a couple paragraphs :)

Another major divergence from other team-based FPS games is that the player can "hot swap" classes without having to respawn/killing themselves; this process takes a bit of time and Shakti (a regenerating energy source for infantry). They can also change around what weapons and equipment they're using for a specific class by burning up Shakti and time instead of having to respawn or suicide. It's a little feature that we're really proud of.

However, Shakti not only powers these shifts in class and loadout, but it also powers a whole host of infantry powers. These include a jetpack, an extremely fast sprint mode, a grappling hook, a cloaking mode, an enhanced armor mode, and other things that boost maneuverability or survivability.

In other words, Shakti (and how quickly you regenerate it) is a big deal if you want to stay alive. The regeneration speed and total amount of Shakti are both tied to how much crap you're carrying so while players get 6 slots for weapons and equipment, their regen speed and total Shakti reserves would take a massive hit if they used up all 6 slots.

So while a player carrying just one weapon and one class item would be a lot more maneuverable than a player who maxed out their slots, their options on the field are going to be a whole lot more limited compared to the player filled to the brim with 6 weapons/class items.

Anyway, sorry for all the background.

Here's option one with eight classes and three class items each: http://i.imgur.com/pZBlh.png

Here's option two with four classes and five class items each (I removed tactical explosives from all but one of the classes because of the resultant redundancy in anti-vehicle capability): http://i.imgur.com/0XPid.png

In both cases, players still get 6 slots to put weapons and class equipment in. The only other loadout limit is that they need to have at least one weapon and one class item. And in both cases, Shakti regeneration is still affected by the loadout. So with either option, they're still making challenging decisions about how they want to customize their class (and that's what we want to see!).

One can look at it as the difference between Team Fortress 2's classes and Battlefield 3's classes.

I'd love to hear feedback about what system you would prefer since I'm pretty torn between the two (and the rest of the team has pretty much dug into their respective trenches regarding how they feel). However, in discussing this elsewhere, I'm starting to lean towards option two simply because of the exciting flexibility afforded by all the item options. I guess that makes sense since Battlefield is one of my favorite series of all time :)

Thanks! I look forward to hearing your feedback.
 

Aircross

New member
Jun 16, 2011
658
0
0
I feel that having less customization and having very overspecialized classes with unique strengths and weaknesses might be easier to balance in the long run. It might also create an environment where it emphasizes having the proper team composition for any given situation...

...but that's just me.
 

Subaltern

New member
Mar 28, 2012
27
0
0
Aircross said:
I feel that having less customization and having very overspecialized classes with unique strengths and weaknesses might be easier to balance in the long run. It might also create an environment where it emphasizes having the proper team composition for any given situation...

...but that's just me.
Fair enough!

One thing is that more classes leads to issues in games like Battlefield 2, where you'd always run into situations where you need an engineer but only have an anti-vehicle around or vice versa.

Later Battlefield games solved this problem by combining the AV with the engineer so they'd always have a repair tool. Of course, it's another story entirely for getting engineers to actually repair you...

Another thing to remember is that classes and equipment are going to be very fluid; you're never more than 10-30 seconds away from an entirely different class or kit.
 

IBlackKiteI

New member
Mar 12, 2010
1,612
0
0
While being able to swap classes on the go to adapt to a situation would be cool, to be honest it seems like having the option to have a partial loadout could make things incredibly unbalanced and complicated.

A lot of players probably won't end up using things their team could benefit from, instead choosing to have a small loadout to get the most out of their powers while catering towards their playstyle. While this isn't a bad thing in itself, it could very likely be detrimental to the rest of the team. Say if half of your medics didn't have medkits, or if your anti-tank guys didn't have rockets. Each class should always be able to perform their roles as you'd expect. If your tank gets hit and your forced to ditch it because none of the half-dozen engineers nearby have repair kits, that would suck. You should be able to look at a player of each class and reasonably expect them to be able to perform their expected roles.
The ability to change gear as you go probably wouldn't help much when an armoured column rolls unchecked into your base because none of your teammates were able to effectively engage them in the first place.

However all that said it might be beneficial if both teams were very well organised, if each player knew what their mates were using and doing and geared up to accomodate that or fulfill unfulfilled roles. However you can't really count on most players doing that, just think of pretty much every multiplayer shooter where you commonly get a team made up almost entirely by snipers.

Anyway, I think the best option is to force players to have a full loadout and fewer classes to ease playability and simplicity.
 

Gearran

New member
Oct 19, 2007
148
0
0
While I can see the wide variety of customization causing some very quirky balance issues, I think it's a good idea. It would certainly help break down some of the barriers that the "fewer classes" model would have by design; fewer classes means less overlap between them, which in turn means that each class is going to be more strictly regimented in what it's going to be able to do (the case of having, say, five snipers on the team and no engineer, for example, when you need to repair a door to reach an objective). Between the 6-slot customization scheme and the ability to switch classes on the fly without having to swallow your own gunbarrel, this should help to mitigate this regimentation to a significant degree without making them entirely redundant.

My vote: Less classes, more items. Because of the flexibility that the item selection and the quick-switch mechanic provide, having a larger number of classes is a little redundant, and steals the thunder from the mechanics you're using to make your game unique. If anything (in my not-so-humble opinion) you almost want to have your classes not cover every role by default, and use the item customization to allow players to fill in the roles that they see fit to allow them to approach a situation from their own angle (for example, equipping a rocket launcher to blow a hole in a wall, or a hacking tool to open the door to a loading bay as two different ways to gain entrance).

Edit: Also, the use of the Hindu Shakti (literally "to be able") as your energy source (not to mention the names you provided for the potential classes) has already peaked my interest in this project. I'd love it if you'd see fit to provide more information on your game when it becomes available!
 

Keoul

New member
Apr 4, 2010
1,576
0
0
Nice idea!
though I am curious what the difference is between the surveillance and chronal scope for the Kal does, They also seem a bit too campy (though admittedly that could be their purpose) with the UAVs and them fancy scopes, maybe change their weapons a bit? the match may just end with 2 teams full of Kal's bombarding each other with the mortar the whole game :L
 

MrTwo

New member
Aug 9, 2011
194
0
0
This game actually sounds really cool.

The thing is, if its a team based game, which is what it sounds like, make sure each class has a clearly defined purpose in the team. For me, the less classes, more customisation option gets my vote.

Although, I would suggest that each class has a special item that they always get, so that they can be relied upon by the team to do specific functions. Like someone said above me, an engineer should have a repair tool.

I would be interested for any more info on this game (if my crappy computer can run it).