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Agent 135

Multiplayer Help

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I've been designing this game for a few weeks now. In the multiplayer portion, there are 3 classes: Hero, Knight, and Gunslinger. Heroes use superpowers instead of conventional weapons, but they can still use guns in combination with the powers. The downsides are that a meter is used so the powers aren't used too much and too prevent overbalancing. They can also have up to 4 weapons at a time and when using specific powers that require standing still, it can leave them open to attack. The Knight class can take more damage and while using weapons, they have gadgets which are designed to take down the Heroes for a short period and they, along with the Gunslinger class also have jetpacks to combat Heroes that have the Flight ability. The downside to being a Knight is that they can only carry up to six weapons and gadgets at a time and the special cloaking ability that they possess can be disabled if a Gunslinger activates their infrared goggles or if a Hero uses their enhanced vision/hearing abilities. Gunslingers can carry up to eight weapons at a time. The primary weapons they start with have unlimited ammo and they can take cover and move faster than the Knights. They also can use their afore mentioned infrared goggles to track enemies. The downside is that the Gunslingers aren't very quiet or good when it comes to close quarters combat (barring a traditional shotgun blast, of course). Their bigger weapons also carry a splash effect: if they fire a rocket launcher, then the upgraded launcher fires ten rockets at once. Each class has a Call of Duty 4-like progression system, minus Prestige Mode. Heroes level up and can spend exp on new powers or can max out current powers, Knights get new gadgets (or can upgrade the old ones) and Gunslingers can get new weapon upgrades. I need feedback to know if I need to change anything, so please comment.

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Either I don't have a clear view of what role the classes are supposed to play or there seems to be too much overlap. For instance, why is it that everyone can fly? You say to combat the hero ability, but it seems they would end up too similar. Why not take a page from modern arms and say


  • Heros can fly, giving them superior view of the battlefield
  • Knights can't fly, but have a ground cover / camo ability that lets them attempt to blend in
  • Gunslingers can't fly, but have a weapon that acts like a surface to air missile which does greater damage to flyers


...etc. What this draws from is natural counters to air superiority that themselves don't involve air power. This way Hero vs. Hero still works (it's an air duel), Knight vs. Hero works (it's hawk and mouse), and Gunslinger vs. Hero works (it's wild weasel versus SAM site).

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