Im doing a turnbased tactical game like xcom, silent storm, fallout tactics etc (and using time units for that old school feeling!).
The setting is modern urban with real life guns. Gangs, militia, cops in a partially collapsed world.
Im thinking to divide soldiers into classes to have a more distinct feel to them. You will choose the class as a soldier gains the first level and classes will partly overlap when it comes to abilities and guns but still i will try to make them feel distinct.
Pros and cons of this? I feel the latest xcom was a bit boring becouse i couldn't choose what type of soldier to develop and choices without each class was very limited. But the old xcom was to open and often made you produce the same (the best) soldier configuration across the board.
My plan is: (plz also comment on names)
Recruits and everyone else can use pistols, machine pistols and revolvers
1. close combat/ assault (shotgun/smg, extra toughness)
2. rifleman (assault rifles/carbines, mid range soldier)
3. marksman (sniper rifles, battle rifles (like garand, m14), low toughness, extra aim)
4. Support gunner (LMG, launchers, can carry more equipment)
5. Medic (smg, can heal good, low toughness)
This setup is in a way pretty standard, but what do you think? In a way assault class is a confusing name if assault rifles is used by another class. What would more "street" names of such classes be?