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Post by RaShayRitto on Sept 28, 2009 21:29:48 GMT -5
Rifleman Shock Trooper Heavy Assault
Rifleman: most flexible class. can wear light and medium armor. can use light and medium firearms. cant use melee weapons. "...to the teeth" perk: can carry up to three main weapons at a time, unlike other classes that can only carry one main. Jack of all trades--master of none
Shock: light class. Can equip only light armor. can equip light melee and firearms and SOME medium firearms. "Blitz" perk: temporarily raises max CP to 8 and +2 to SPD for 2 turns, but CP fixed at 0 for 3rd turn and max CP returns to 5.
Heavy: Equips heavy armor. Can equip heavy weapons (powered MG, energy rifle, powered hammer, etc) and a side-arm. "War god" perk: +10 to DEF for 3 turns, but cant move for duration of perk. "Achilles" con: Back DEF reduced to 50%. "Atlas" con: movement takes double CP.
Assault: Medium armor and weapons + side-arms. Can equip "engineer kit" as ALT (one time use to repair item or construct automated attack turret). "Battlerager" perk: +10 ATT -10 DEF for 2 turns.
so there are my general ideas for the AEC classes. any feedback is welcome
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Post by Olivia Shin-Ra on Oct 16, 2009 10:55:00 GMT -5
I see what you're doing here, and you're definately on the right track, you are, but you should not only try to balance AEC with Kolovia, but also each group amongst themselves. There are a couple of good ways to plan these things, but at this stage of the development, I'd say go with this method:
For each class, think of one pro, one con. Then think up minour merits and flaws.
Also, three mains? I'd say two. o.O
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Post by RaShayRitto on Oct 16, 2009 15:39:06 GMT -5
Also, three mains? I'd say two. o.O XD i know three sounds incredibly ridiculous. but its just there as an option, plus the player will take huge hits to mobility. yeah i agree there needs to be a lot of tweaking among the classes.
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