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Mega Man 8-bit Deathmatch => Projects & Creative => W.I.P Forum => Topic started by: Ehibika on September 30, 2016, 10:25:15 PM

Title: Teamstyle: The Objective Class mod
Post by: Ehibika on September 30, 2016, 10:25:15 PM
(This thread is a work in progress, forgive the incompleteness)


TeamStyle
Teamstyle is an objective game mode class mod designed around team play through class synergy, class relationship, and the presence of abilities found in no other class mod as of this time. Taking inspiration from a number of team based class shooters like Team Fortress 2, Overwatch, Dirty bomb, Splatoon, and more as well as just general ideas from other games we’ve applied.

The mod doesn’t just stop at classes though, it incorporates a number of features and design choices at the interest of adding tactical options, these include:

~The ability to walk and shoot through allies
~Damage falloff, raising range variance and the importance of placement.
~Numerical damage display
~Internal respawn system
~The ability to see the health of allies (as a support class)

And features that will be coming in soon:
~Team communication commands (call help, call medic)
~See class distribution among your team via Automap
~Scoreicons for all classes

How is there any more teamplay in this mod than Class based Modification or Unholy?

Teamplay is largely facilitated by classes being designed around specific roles, each have a primary job in the game and are built to perform that job as efficiently as possible, rather than being exclusively centered around fast passed DPS, many classes either employ the threat of damage to hold an area and keep enemies back, or are about more than just dealing damage, some can heal allies, generate shields to deflect oncoming fire, or debuff opponents to weaken them a good deal.

But the most important aspect of the mod is the fact that classes are balanced around one another, each can be checked by another class or another strategy available to the player, and success is achieved by adapting ones strategies and decisions around what strategies the opponent is using.

Is everyone crowded in a big clump and sending waves of firepower your way? Some explosive wielding classes can help clear things up, and some shielding classes can redirect the damage from the team.

Is a long ranged class locking the area down? Try a speedy flanker and see if you can remove him, or use another long ranged class to take him on.

Is your team unable to last through the enemy’s defenses? Probably time to roll a healer and help sustain the team long enough to take them down.

[+]======================[+]
Teamstyle Class and mechanics guide
[+]======================[+]

Basic mechanics:

Class Guide:
Offense Classes:

Defense Classes:

Support Classes:

~~Basic Mechanics~~

Damage falloff:

(click to show/hide)

Range:
(click to show/hide)
Blast Jumping:
(click to show/hide)

~Offense Classes~
Offense classes are designed around assaulting an objective, these are the ones that push onto the key entity of interest and will fight whatever stands in their path. These classes have generally high mobility, Their DPS varies but they are usually equipped with means to get around or through defenses.

[+]=====|The Fighter|====[+]
(click to show/hide)


~Defense Classes~
Defense classes are all about protecting an entity of interest by obstructing pathways to it, and eliminating threats efficiently. Despite what the name may usher (for those used to RPGs), these classes tend to have very high damage potential, and use said damage potential to hold attackers from advancing or wiping them out when they do bypass defenses. Conversely, most defense classes usually aren’t too mobile, and depend heavily on being in the right position to be at their most effective.

~Support Classes~
Support classes are centered around using non damaging or auxiliary abilities to keep their allies in the fight and lean things in their teams favor, supports possess talents that are valuable both on the offensive and defensive, and see themselves in both situations often. While the current selections of supports are all able to heal, support isn’t strictly healing. They can augment allies or weaken enemies, all while still contributing DPS when it’s needed.


F.A.Q
[+]=================[+]
Q:Can I suggest/submit a class idea?

A: sure thing! I’m always open to ideas for new classes, just remember that the class should be defined by what it offers to the team, not how it plays. I don’t want to have multiple classes that deal the same damage at the same range and do the same things but just do them differently. Also remember that I have the final say on statistics, if a class that was suggested or even submitted to me ends up throwing the game’s balance way out of line, I will act immediately to tune it at the interest of a better playing experience, even without your consent. Worse case scenario I may outright remove it, I’ve done it with my own classes before.

Q: Wait, the Sniper has damage falloff? Doesn’t that defeat the purpose?

A: marksman is more of a long distance burst damage class than he is a traditional FPS sniper, he still does far more damage from a distance than any other class, but since he only get’s bodyshots here I felt it would be better for the recipient since if far enough, a fatal shot could become near fatal, which would lead the victim to fall back. The marksman still removed the victim for a moment while the victim has the opportunity to avoid dying and having to respawn if he so chooses.

Q: Does this mod have a discord chat?
A: indeed! the link is here:   https://discord.gg/YQBGyZ5
Title: Re: Teamstyle: The Objective Class mod
Post by: BlastDaSky on October 01, 2016, 01:35:13 AM
An idea for a class:
Name:Ember Beast
HP: 300 or so.
Speed: Slow, but faser when weaker.
Skin: Something like a giant, wich-walks-in-4-legs beast. The colors are red and orange.
The Ember Beast (EB if you want so)is mainly a defensive class.His main role is to protect weak , ranged classes.
His main attack is the Ember flare,a powerfull aura wich deals a moderate damage around the EB.This is good for destroyin' weak classes with meelee attacks.This, also, can push enemies away.
And if that wasn't enough, you still have 2 attacks!
The altfire is the MeteorGun.It shoots a fireball that deals a high damage in a medium area, at the cost of 1/4 of your ammo.Use this when fighting ranged , weak classes.
Then, you have the last attack(wich is normally done with rightclick),the Hell laser.
This is a powerfull,short ranged laser attack. It does little damage, but it increases with time,but reduces again if you change the objetive.
Use this against strong classes(or use lots of small peeps,lol).
Weaknesses:Fighting fire with fire does seem to hurt him...

Title: Re: Teamstyle: The Objective Class mod
Post by: Ehibika on October 05, 2016, 04:00:42 PM
Quote
An idea for a class:
Name:Ember Beast
HP: 300 or so.
Speed: Slow, but faser when weaker.
Skin: Something like a giant, wich-walks-in-4-legs beast. The colors are red and orange.
The Ember Beast (EB if you want so)is mainly a defensive class.His main role is to protect weak , ranged classes.
His main attack is the Ember flare,a powerfull aura wich deals a moderate damage around the EB.This is good for destroyin' weak classes with meelee attacks.This, also, can push enemies away.
And if that wasn't enough, you still have 2 attacks!
The altfire is the MeteorGun.It shoots a fireball that deals a high damage in a medium area, at the cost of 1/4 of your ammo.Use this when fighting ranged , weak classes.
Then, you have the last attack(wich is normally done with rightclick),the Hell laser.
This is a powerfull,short ranged laser attack. It does little damage, but it increases with time,but reduces again if you change the objetive.
Use this against strong classes(or use lots of small peeps,lol).
Weaknesses:Fighting fire with fire does seem to hurt him...

hmm, well here's the problem, this class supposedly has the designated role of protecting long ranged classes. but then you give him an arsenal that can handily deal with any type of opponent at any range, a very large HP pool with the added perk of gaining speed when his health drops, and having no perceivable weakness to take advantage of. this is basically a do-it-all class, and that's not good for a mod like this since classes are balanced around each other. one that can easily defeat any opponent at any range is just going to centralize the mod and kill the games variety, as nothing can reliably deal with that class besides itself.

not only that, but it's intended role is already filled by an existing class, steelix; and even then, long ranged classes typically can fend for themselves  anyways.

The thing to remember is that this is not a user class mod where every class is made to be perfectly self sufficient and able to carry the game if they are played well enough. classes are roles that are strong in some areas and weak in others, this is what makes team composition important, as stacking in one class leaves a gaping hole in your teams defenses and capabilities. having a team of only heavies sounds like an easy win (300 HP and a high damaging weapon) until you realize that heavy deals poor damage at mid-long range, and his slow speed makes him an easy pick for marksman and bomber, his two main counters.