We've made some big changes to the way classes will work in the game, and we wanted to share the new direction for the Class System with you.
Posted by RayBarrera on Dec 18th, 2011
Disclaimer: Final stats, names, features are still subject to change. We are merely presenting our direction and goals, and they may evolve with time.
Under the old system, you had 5 pre-defined classes: Operator, Specialist, Breacher, Tech Engineer and Recon Scout. Although this was a solid system, we felt it really lacked variety in terms of team configurations.
In the end, we felt the cons outweighed the pros, so we went back to the drawing board. We kept all options on the table and flipped the system on its head.
The new system keeps the ease-of-entry of the old one by providing more "templates" for players to choose from. Now, we're up to 8 classes from 5. Each class covers a basic play style based on certain stats and the function. Classes are no longer a collection of abilities.
Main features of the New Class System:
We feel these changes result in a a Class System more in line with the rest of the design goals of the game.
Let's look at some of the classes:
Classes are superficially grouped into two categories--Assault and Tactical classes. Your character appearance will change depending on which category you dive into.
Assault Classes are:
Tactical Classes are:
From there, you can further specialize your class with specializations and load outs.
Specializations replace the old class abilities and add more options; hacking, spotting, etc. are all there, and we've added some more unique abilities like Phalanx (Reduces suppression effects while under fire for anyone within proximity (requires at least 1 teammate to activate)), for example.
Certain ability/items were moved to the kit section like the old Specialist's Gas Mask.
Of course, we have a long way to go with this system, but we hope this preview will shed some light on where we're going with the game play.