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[Suggestion] Classes!
Jjaakkee
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Introduction



When fortoresse was fairly new there were no perks, just guns. After the perk update everyone was excited and also curious as to how they could put them to work. There have been some balancing issues with them, but there were future updates fixing up the stats and specs of the perks and also guns. Before the perk update many people were expecting skills because the Transformice alpha of Fortoresse had classes such as Medic, Assault (Default), and Engineer (Bomberman).

These classes were expected to make a return after the public release of Fortoresse, but they did not return, their functions were instead replaced with perks. Recently I have developed an idea that could possibly change the way players play and also possibly change the perks.

Concept


There would be classes that correspond with the perk(s) that replaced their functions. Some of these classes would be Assault, Guard, Engineer, and Medic. These classes will not give any passive advantages, they only provide boosts to the perks. For example, the Medic would provide a boost in the performance of a MedKit, an Engineer would provide a boost in Mines and C4, Assault in ATK+, and Guard in DEF+.

However these classes will not be available for people who have just joined the game. These classes will be obtained through hard work, and you can get all of them. They will be based on different aspects and elements of the game.

After being obtained these classes can only be equipped one at a time just like a Primary or Secondary weapon. They'd be shown in the shop as perhaps icons or a picture of a skin and maybe the perks included in the picture as well, buying it will not provide you the corresponding perks or skin, you have to buy those separately.

Classes

Medic

The Medic provides a boost in the MedKit, perhaps making its duration longer or making it heal just a bit more. It would be obtainable based on how many "Healed Points" a player has on their profile. In this case, perhaps 2500 or something relatively hard to achieve.

Assault

The Assault provides a boost in the ATK+ perk, perhaps making its radius larger or making the damage boost a bit more significant. It would be obtainable based on the "Killed Players" a player has on their profile. In this case, perhaps 1000 or something relatively hard to achieve.

Guard

The Guard provides a boost in the DEF+ perk, perhaps making its radius larger or making the defense boost a bit more significant. It would be obtainable based on the bases successfully defended during each game, start to finish. In this case, perhaps 200 times successfully defended base or something relatively hard to achieve.

Engineer

The Engineer provides a boost in Mines and C4, perhaps making their radius' larger. It would be obtainable based on the "Explosive Damage" a player has dealt. In this case, perhaps 2500 or something relatively hard to achieve.

Obtaining Classes

Unlike in Transformice, there would be no skill tree or skills. The classes would be obtained through things on a player's profile, their stats, thus making it possible to get all the classes if you wanted. Also by having it be based on stats they'd only count if you play with a certain amount of players.

Based on the class desired, a player would have to plan to increase a specific stat. For example, if you want the Medic class you would want to heal more frequently to increase the "Points Healed" counter on your profile because the Medic class needs that portion of your stats to be unlocked.

Dernière modification le 1423180980000
Deadgenocide
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#2
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/support
Woebegone
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#3
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i support
Holistergo
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#4
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A bit complex dont you think.
Redd3
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Should go in suggestions thread, but basically this is saying that people can dedicate their skills to one particular area at no cost, so long as they satisfy some minimum requirements. Fortoresse would be extremely easy with 3 perk slots instead of 2. 2 slots already makes it so that you have to be a dedicated supporter or healer or attacker. You can't mix them both up otherwise it doesn't work very well or you die very quickly.

The only advantage of this is to give beginners more of an incentive to stick to one class and "level up" skills across a broad range of areas and also to play longer before the sense of progress ends.
Dedicating to a certain area should come at some cost. e.g:

Dedicated engineer: Shelter/(C4/Mine) With cost of low firepower But more explosive damage
Dedicated healer: Shelter/Health Pack With cost of low HP/firepower But better healing capability
Dedicated supplier: (Shelter/Health Pack)/Ammunition With cost of low HP But better ammunition
Dedicated supporter: Rage/(Shield/Shelter) With cost of low firepower But better HP

Here are the basic stats we're looking at:
Firepower (Damage dealt)
HP
Movement speed
Ammunition
Explosive damage

External stats:
Healing capability
Cooldown on perks
Reloading speed
Radius of perk's effect

So yes, the whole thing would be quite complex
Or we could have the player edit their own stats by adding to one area while removing from the others, but it would have to be specific otherwise easily broken e.g. increasing attack power would have to reduce HP, and increasing movement speed would have to reduce HP and/or firing power.

Again, the big problem with this is that VIP games will be completely broken. Otherwise being VIP would have to completely nullify all stat changes.

Overall, not a necessary change. The way perks are organised right now allows task dedication to occur. The changes that are really needed around this area include some way to have a sense of progress in the game for a very long time, like level-ups in tfm. Fort can't have level ups (gives advanced players even more of an advantage over newer players) so there needs to be some kind of weekly challenge or titles to earn and these will show achievement points on your profile.

Dernière modification le 1423184760000
Jackalpaw
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#6
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I support, but what happens to players who already have a large amount of healed health points and explosive dmg? Do they just get it automatically or will they have to reach a new set goal?
+Supergrunt
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#7
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solfn a dit :
Dedicated engineer: Shelter/(C4/Mine) With cost of low firepower But more explosive damage
Dedicated healer: Shelter/Health Pack With cost of low HP/firepower But better healing capability
Dedicated supplier: (Shelter/Health Pack)/Ammunition With cost of low HP But better ammunition
Dedicated supporter: Rage/(Shield/Shelter) With cost of low firepower But better HP

Just... "low firepower" suck and other weapons (not a perk) ? Useless.
Cheddarfist
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I miss you guys already.
Zamasu
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#9
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/support


i can't do better
Livcorish
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#10
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I really like this /support
Chrisipiress
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I think you might have to boost the numbers, or have like more levels of it, I support this, but for the people who already have everything, they will automactically get it? It wouldn't make sense. Unless you had different levels of it, kind of like Transformice's bootcamps, once you get 1000 bootcamps, you start over but get a star next to the title. Maybe each level had something the other level doesn't have, so you could achieve it. It's complex, but yeah :P
/support
Holistergo
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#12
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I like the idea of trading off other stats to boost another. I don't want it to be too much like tfm but i want something that others would recognize you. This would tell people what kind of a person you are. You may not know this but i tend to die alot for something i wan't. Like flags or vips whether it is to save or attack. But how are people suppose to know that and look to me for that kind of job?

Another thing is balancing. I don't want one class to be so overpowered that you can't kill them.
Jynxo
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/support
Because why not.
Mouceynelson
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#14
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/support
Shadowtrophy
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#15
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/nosupport

Game needs to stay simpler. ;-;

Adding too many things to a game makes it complicated and confusing.
Cheddarfist
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Ikr shad! There is not many ppl playing this game. This is so complicated. but i like how u guys put so much effort towards a game that only around 1000 ppl play. Well i dont really unsupport or anything, partly cuz i am not playing fort. Fort was so addicting but I found that other games r way more addictIve. Maybe cuz i tried alot of games. online games get boring, but they are fun at first. Fort is such a good game tho cuz it is free! Also it is worldwide game. Which makes everyday fascinating. Finally i want to say thx to sol and few for putting so much effort. I still remember when i didnt know how to c.j.s, Sol taught me and never gave up. And few, u didnt even change the stupid c.j.s thing i put in fort wiki infact u made it better and even bolder! Wow! Ty. Gl

Dernière modification le 1423981800000
Jerboaooie
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#17
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I agree with Shadow, the game should stay the way it should. I think adding classes would ruin Fortoresse's unique style of gameplay and would drastically unbalance some rounds. It's a good idea, but I don't think it would be very suitable for Fortoresse.
Fewfre
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#18
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Classes could be interesting, but I think it would be more complication than it's worth.

I don't support it, but nor am I against it. If Atelier 801 chooses to add this, and believes that they can do so without causing it to be to complicated (like I believe power-ups in Bouboum did), then I'm alright with that.

I don't really like the proposed way of obtaining classes though; I think it would inflate the importance of stats even more than it already is.
Holistergo
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#19
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Fewfre a dit :
Classes could be interesting, but I think it would be more complication than it's worth.

I don't support it, but nor am I against it. If Atelier 801 chooses to add this, and believes that they can do so without causing it to be to complicated (like I believe power-ups in Bouboum did), then I'm alright with that.

I don't really like the proposed way of obtaining classes though; I think it would inflate the importance of stats even more than it already is.

It limits the way people see stats. Instead of looking at how "good" your stats are, they what look to see what class you like the most.
Xxhoundx
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#20
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/support
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