IMPORTANT: Classes and Equipment!
[p]Hello, brothers![/p][p]Today I'm not introducing any new units, but I want to talk about an important topic so I can create a product as close to your tastes as possible.[/p][p]The topics we'll be discussing today are classes, equipment, and equipment unlocking![/p][p]Please answer the various questions; it's important to me, thank you.[/p][p][/p][p][/p][h3]- CLASSES.[/h3][p]Let me start by reminding you that classes can generally be of two types: closed or open.[/p][p]Closed classes mean that players of different classes share almost nothing in terms of equipment.[/p][p]On the other hand, open classes mean that players share almost all equipment with other classes, while retaining some specific skills/equipment.[/p][p]In the early days, games tended to only have closed classes, but gradually the public began to appreciate the open ones as well.[/p][p][/p][p]Now I'll tell you how I conceived them, so you can tell me if you agree.[/p][p]I haven't implemented anything yet, so we still have time to create what we want![/p][p][/p][p]I generally prefer open classes, especially in PVE, because they're less frustrating.[/p][p]I'd like all classes to be able to use most weapons, but to ensure that the best ones of each class are only usable by those who have that specific class. For example, everyone can use sniper rifles, but only the sniper class can use the .50 caliber (12.7 mm).[/p][p][/p][p]Furthermore, the classes would be differentiated by the soldier's aesthetic.[/p][p]I don't currently plan to add special abilities for each class, but if you like it, I might implement such a feature.[/p][p][/p][p]For now, the classes I intend to develop are: assault, sniper, medic, anti-tank, demolition, exterminator, and armored.[/p][p][/p][p]Assault - uses assault rifles and specializes in fighting small and medium-sized units.[/p][p]Sniper - specializes in semi-automatic and bolt-action rifles, perfect for selective eliminations.[/p][p]Medic - obvious specialization in healing allies and supporting the team.[/p][p]Anti-Tank - perfect for eliminating armored targets both on the ground and in the air.[/p][p]Engineer - can dig and build barricades, machine guns, cannons, and howitzers![/p][p]Demoman - if something explodes or detonates, then it's his job![/p][p]Disinfector - is a madman who's crazy about fire and noxious gases![/p][p]Armored - a miniature tank, capable of using heavy and expensive weapons.[/p][p][/p][p]QUESTION: Today's main question is whether you'd prefer closed or open classes in HWB?[/p][p][/p][p]QUESTION: If I chose open classes, how do you recommend making each class unique?[/p][p][/p][p]QUESTION: Do you prefer that only the Engineer can build every type of structure, or that all classes can build the most basic structures (digging, sandbags, barbed wire) and only the Engineer can build the more powerful ones?[/p][p][/p][p][/p][h3]- EQUIPMENT.[/h3][p]For equipment, I'd like to do something a little different from other shooters, so much so that I've already started working in that direction.[/p][p]Since I hate games where you can carry very little, even rigid, equipment—for example, just a rifle, a pistol, and a grenade—I want the player to enjoy packing their "backpack" in my game![/p][p]For this reason, I'll divide all equipment into "short" and "long."[/p][p]What do short and long mean? Easy, all rifles, rocket launchers, grenade launchers, and the like will be considered "long," while pistols, grenades, kits, and the like will be considered "short."[/p][p]The player can carry three long items and four short items, as they please![/p][p][/p][p]I'll give you three examples of three different types of equipment, just to give you an idea of the great freedom I want to give the player.[/p][p][/p][p]Balanced Equipment:[/p][p]- assault rifle, sniper rifle, medium anti-tank rocket launcher.[/p][p]- pistol, frag grenades, white phosphorus grenades, medkit.[/p][p][/p][p]Anti-tank equipment:[/p][p]- assault rifle, medium anti-tank rocket launcher, heavy anti-tank rocket launcher.[/p][p]- pistol, anti-tank grenades, ammo crate, medkit.[/p][p][/p][p]Insane anti-tank equipment:[/p][p]- light anti-tank rocket launcher, medium anti-tank rocket launcher, heavy anti-tank rocket launcher.[/p][p]- anti-tank grenades, anti-tank grenades, ammo crate, anti-tank mines.[/p][p][/p][p]You can see how unbalanced the last set of equipment is, but it's the only way to respect the player's freedom and enjoyment, considering that it's NOT PvP, so the balance has more tolerable margins.[/p][p][/p][p]QUESTION: Do you like this equipment system?[/p][p][/p][p][/p][h3]- UNLOCK EQUIPMENT.[/h3][p]I've already explained this, but I'll remind you of it for our new friends.[/p][p]The main menu will feature a screen dedicated to unlocking weapons and vehicles, which can be done with credits earned in battle.[/p][p]In battle, you can use unlocked weapons and vehicles, but not at will.[/p][p]In fact, by using another type of credit that accumulates during battle, the player can purchase equipment at any time, which is lost if they die.[/p][p]This encourages each player to survive and save their teammates, thus increasing their overall equipment to face increasingly stronger enemies.[/p][p]Some vehicles will be available on the battlefield for free, but to get the best ones, you'll have to shell out your credits.[/p][p]I'd also like to allow players to pool their credits to purchase behemoths, particularly powerful vehicles that can be used by everyone, such as gigantic tanks, battleships, gunships, and more.[/p][p][/p][p]QUESTION: Do you prefer credits to be earned globally or individually? Let me explain: if a player kills 10 enemies, should the credit for those kills go to everyone or just the perpetrator?[/p][p][/p][p][/p][h3]CONCLUSION.[/h3][p]I know this post is long, but at least I've cleared up some doubts and you're better informed about what HWB will be like.[/p][p]If you care about this project, please answer the questions, my friends, and like it so I can see how many actually read the post![/p][p]If you have any questions or suggestions, I'm here for you as always![/p][p][/p][p]IF YOU RUN AWAY INSTEAD OF FIGHTING, THEN YOU'RE MADE OF RECYCLED PLASTIC!!![/p][p][/p]