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New Role Ideas
Thomas:
Well, with the personal score thing implemented, I get a little disappointed after a match when I play certain roles; namely the gungineer.
Why not take the step to turn this into a full class? Essentially the idea is to fuse the engineer and gunner roles, giving them 2 engi items and 2 gunner items. Allowing them to do a little more on the gun without sacrificing a lot of their repair ability. It'll also help coax some newer players into the role of being an engineer that guns; as a fair amount are adamant about doing exactly what their role specializes in and needing a fair amount of encouragement to get them to do otherwise.
(Getting gunners to bring wrenches instead of a buff hammer, getting gunners to change to engineer but still gun, getting engineers to use the guns, etc)
So the gungineer can bring two ammo types, pipe wrench and buff (or spanner and a mallet) along with a spyglass and such.
Another thought is, what would happen if there were no roles? Essentially just pick 4-5 items total. Meaning that pilots could specialize by bringing 3 tools for maneuvering, a pipe wrench, and even a spyglass to sight the enemy. Leaving a crewmember to bring a spanner/mallet/fire ext/ buff kit, and an ammo type. Or range finder, spyglass, and fixing stuff. Or 3 ammo types, buff hammer, pipe wrench; etc.
What do you think about a gungineer class? Or what would you have your crew bring if there was 4-5 item slots capable of housing any current item?
Coldcurse:
I think gungineer is overpowered.
being able to have 2 ammo type and 2 repair items.
then you would replace the gunner and 1 engineer.
this will change crewloadouts with:
1 captain.
1 engineer.
2 gungineers.
making the gunner not needed anymore.
Regule:
I don't think new class is good idea as it would be hard to balance and having
someone "between" engineer and gunner will sort of kill concept of crew specialisation.
Also developers would have to create new set of achievements just for this class :).
As for your concept of gungineer I think it could be balanced a little by not having
any pilot equipment so while you are more versatile in both shooting and repairing you
also loose ability to spot ships.
Thomas:
Well it's just based off the idea that all current roles carry 5 items, 3 of their role and 1 of the other roles. (ie: 3 captain, 1 gunner, 1 engi)
This leads to some pretty standard loadouts. However, a lot of players aren't a big fan of gunners. Lately I've been seeing more captains trying to get 3 engineers instead of the classic 2 engi 1 gunner. Even in the 2 engi, 1 gunner setups; 1 of those engineers was designated the 'gungineer'. They'd have all the perks of the engineer, but still be in charge of shooting stuff.
The idea of the gungineer is to make the role that players created a reality. Two gunner equipment means you're not as well equipped as a gunner, but also 2 engineer equipment makes you less equipped than an engineer. You're a jack of all (two) trades and a master of none. However, as coldcurse pointed out, it would pretty much negate the gunner class. We could get into the whole 'gunners are useless' 'no they're not!' debate, but if you had to choose between a gunner and a gungineer, I'm sure most would opt for the gungineer. Three ammo types is great and all, but you generally only need one, and at the most two. Very few gunners will actually make use of that third type.
I'm not really sure that making gunners obsolete is a good reason for rejection though. At the very least it pushes more for the point that they're not ideal. Perhaps this hybrid could even be the updated gunner role. Gunners still get to gun without completely sacrificing their repair ability.
It's more of an interesting thought of what would happen, just like removing the classes and letting players pick any 5 items they desire; which I think would lead to some super specialization.
Coldcurse:
you're still making the gunner obsolete.
what you are currently doing is making a wrench out of crew material.
and now your making limitations to the amount of items you can bring.
removing classes? sounds great, but not in my town. ;P
in my eyes this idea has become rejected by yourself as soon as you posted your second part.
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