Guard Classes
#1
Guard Classes


?SO PLEASE GIVE US GAMEPLAY SUGGESTIONS TO SPICE UP GUARDING.?
- Silas_Bowen

For years prison guards on MCP have been generic, the only changes involved balance edits, with exceptions of electroshock weapons and texture packs.  The result of many resigning guards has the source of the job being too boring and repetitive, a recent resignation includes StormyBee.  It will become apparent that guard classes are for the benefit of the server, as well as being an excellent way of adding unique guard mechanics that are much needed.


Firstly, successful class-based games will be examined and concluded why they are successful.  The games that will be examined are Team Fortress 2, Star Wars Battlefront II.  Team Fortress II as a class-based game is extremely effective and offers unique gameplay.  Such famous classes like the soldier, medic and spy will support the fact that games with classes offer a multitude of options for the average player to experience.  When Team Fortress 2 is examined, there are nine classes, all of which are very different play-styles.  Compared to other games without classes and with one static play-style, class-based games seem to keep the average player interested longer.  This is because the player has the option to switch classes when they get bored, eventually going through all the classes and getting bored before they quit.  Team Fortress II, a FPS running over ten years now, has survived way past the average lifespan of a FPS game because of the amount of class variety.  The game hardly gets boring if you get into it; if you get bored of soldier you can play some medic, if you get bored of medic you can play some scout, so on, so on.  Similarly, Star Wars Battlefront II has these qualities.  However not executed as well as Team Fortress 2, the game still offers class-based gameplay.  Such class include the basic infantry, a shotgun wielding engineer class, a rocket launcher class, sniper class, and unlocks.  After playing the basic infantry class for a while, it is easy for a player to switch to say, a sniper class and experience different gameplay.

Having this quality in a guard system that has been admitted to needing a huge update to spice it up can be a huge investment.  Currently, the average guard has one job and one style of gameplay; defend prisoners, do parkour, fight with a sword.  In my opinion, in older versions of MCP,  the guard catwalk was used a lot more than it was now, occasionally offering guard vs prisoner bow fights.  Those were extremely fun back in the day, and would be now if the catwalks were more effective for shooting and utilization.  Since it is not used now, the guards are left with a basic style of gameplay that quickly gets boring.  Adding these guard classes will definitely, without a doubt, change this fact.  When a guard gets bored of, say, the current basic guard gameplay there is to offer, he can change to a longer ranged guard class and assist from the catwalks!  Or if they got bored of that or thinks they aren't a good shot, why not change into a fast paced, light guard?  Or even a heavy guard that is the equivalent to a tank in Rush PvP?  Not only does it provide a fun experience for the guards that will keep them very interested, it is easy to incorporate new unique mechanics into each rank.  For example, guard dogs can belong to a certain rank, while guard shotguns can belong to another.  Perhapes even snipers can be added, batons, electroshock weapons, etc, each belonging to a separate class!


To make this an effective suggestion, guard classes and a class system will be suggested, prepared to be edited, changed, or recreated in comment discussions.  To begin, the class system that will be proposed is this:

When guards respawn, they have the option in spawn to change classes on a signs or with commands, changing their loadouts to match the desired class.  A new class can be unlocked per guard rank, ex. C Guard starts with the standard guard, and B Guard gains access to a long ranged guard.  This will encourage lower ranked guards to rank up, giving them something to look forward to, rather than just new areas and a different coloured rank.  The proposed system is as simple as this, however things may be added.  Here are some proposed guard classes accompanied by ranks:


C Guard

Standing guard class, similar to the one MCP has now, except a tad bit nerfed.  Equipped with a sword, armour (effects to be decided), and an electroshock weapon.


B Guard

Has access to the standard guard class
Gains access to a long-ranged guard class.  Equipped with a bow, possibly a custom made gun such as a sniper, and light armour.


A Guard

Has access to the standard and long-ranged guard class.
Gains access to a medical guard class.  Equipped with the ability to heal guards within a certain radius (regen), a weak sword, and light armour.  Possible can carry health potions and the ability to give a short resistance buff on nearby guards.  This class mimics the tank in Rush PvP.


Head Guard

Has access to the stand, long-ranged, and medical guard class.
Gains access to a riot guard class.  Equipped with heavy armour, standard damage sword, and very slow walk-speed.  Possibly has to have a timeout or cost for the user.

*Such mechanics like guard dogs can be added accordingly.

In conclusion, adding a class based guard system adds not only unique gameplay, but an interesting and new platform for guards to play on, making it nearly impossible for guards to get bored as quick as the current system MCP has now.  This has abilities to add extremely new and interesting material to the server, allowing for new stuff always to have potential to be added.  On top of that, these classes would ideally be balanced enough to the point where guards have a fun time fighting against players with these new play styles, while at the same time players can experience a more realistic guar system that's fun for them to fight against.

Thanks for reading, I look forward to continuing a discussion in the comments.

TLDR  Adding classes to the guard system makes the server combat more diverse for both guards and players, providing a fun experience that's difficult to get boring.

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where did Warden astral go
#2
        I like the idea of new classes for guards, but we do not need guns and other exotic weapons. What I propose instead is, make guards a little more powerful because guards usually never win against their foes. Possibly when they die, a menu would pop up and give them class customization option. They could design armor, enchants, weapons, and possibly have it to where you can choose between certain things to have other things, like I could have 5 gapples but at the cost of my charges. This is just my opinion though its up to silas about what he does.

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LSI: http://forums.cdgs.net/index.php/topic,3689.0.html
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#3
I've planned on adding the guard dog class for a while now but the problem is to add a class to guards I really need to rework the whole thing. I'll eventually do that and hopefully it will spice up guarding.

As far as more classes than that goes I'm not sure. I honestly don't like the idea of adding more classes to guards like a PvP server, if I add more classes than that they'll be well thought out and not added for the sake of adding them.

I do like some of the ideas you suggested and still agree guards need to be spiced up but I'm not sure  this is the way to do it. I also considered cougarboys suggestion like the DvZ system and may yet do something like that.

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???
#4
MCP is by no means a PvP server, but it can not be denied is has a major PvP aspect.  After a player is Free+, which the majority of the server is, their main goal is to construct a base and get good gear.  But for what?  I've been playing a while and can confirm, now with the dynamic map added, players build bases and better gear to PvP other people.  It's rare you get someone building for the sake of building on a free world with factions and dynamic map.  With that said, adding excellent features that are proven to enhance player experience to a PvP system that's a big part of the server doesn't even touch being a bad idea.

With two aspects of the server that are big: guards and pvp, adding something that can enhance pvp experience for both guards and regular players is something extremely valuable in MCP's case and should be considered.

What other things are you worried about with the class system?

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where did Warden astral go
#5
As silas said , even adding just the guard dog class will require him to re-work the entire guard system. That would take time , also would cause some other things to break as well.

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Kek
#6
The Guard system is admitted to be entirely reworked, it shouldn't be a problem.  It currently as it is offers a boring game-style.  It needs to be reworked, this is an excellent opportunity to do so.

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where did Warden astral go
#7
True point.

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Kek
#8
(Oct 22nd, 2015, 02:31 PM)A2thejaygaming link Wrote: As silas said , even adding just the guard dog class will require him to re-work the entire guard system. That would take time , also would cause some other things to break as well.

It actually takes time to develop a successful server you know...

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#9
It takes time to develop anything.  By studying small servers grow large, I've determined that it's really just a snowball effect (the owner establishes systems and expansion methods to bring players.  when those players are hooked they bring more players and friends on, vote more, expanding the server).  Players come to play on a server to have fun, and same old boring stuff isn't fun.  This is a huge reason why I encourage constant development updates, adding new things to keep players interested--retention.
Putting systems such as guard classes in place in an early stage in a possible successful MCP future can be a huge advantage in the future when the owner has to add new content.

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where did Warden astral go
#10
*EDIT* tf2 has been around for about 9 years

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where did Warden astral go


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