Oct 21st, 2015, 05:58 PM
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.
?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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