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Classes in Traction Wars

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Komrade

Member
How many classes is TW going to have? Are you going to do it RO/DH style, like limited class selection(1-2 NCO's, 1 sniper etc.)?

For Brits I have thought:

Rifleman (Enfield)
NCO (Sten / Thompson, sidearm)
LMG (Bren)
Sniper (Scoped Enfield, sidearm)
AT (PIAT, Sten)

More classes? Radio Operator?

Most players on the server is of course going to be playing as regular rifleman :smug:
 
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I wonder if they'll add the Medic class, that'd be wonderful to run around the field avoiding ennemies and searching for agonizing people leaking blood
 

Sir Apple

Well-known member
We are still on the fence about having a medic class and sniper class. If we did they would be very limited of course. It may just end up being pickup kits, or only a class on certain maps (for the sniper at least). Each soldier will be issued one or two bandages though to heal themselves.

But we will more then likely have the support, NCO, riflemen, AT and etc. classes. Perhaps demolitions load-outs on certain maps. NCO, support and AT will be limited.
 

Komrade

Member
Any idea to add any artillery / mortar support to the game? If there would be Radio Operator class, NCO could use his radio to call for mortars or arty.
 
Having classes with many Cons but that work really just fine with team members around would/will surely add a touch of realism and make teamwork necessary, that's what i like :D
 

VonMudra

Well-known member
Any kind of sniper will be pick up, far too few of them to be spawnable. As for medics, we are unsure on a system for medics that could be plausibly realistic...we shall see.

And yes, mortar/arty support will be ingame.
 

Proximity

Well-known member
I love the idea of a sniper being a pick up this reminds me of older games where you create interesting gameplay by placing guns in strategic positions. It would be cool if the sniper rifle spawn was a dead body you have to pick the weapon up from
 

volcol

Well-known member
One thing we have to be careful of is Sniper spawns and weapon pick ups - if a sniper falls and someone picks up his weapon ... he respawns with another rifle ... and again ... and again until we might have 5 or 6 on a team. Same with SMG's etc
 
I do believe that we will see ourselves fighting 32 vs 32, Right ? having just a medic, a radioman and a sniper for each team Sounds great to me, Just my opinion.xD

(If there ever are medics)==> They could have some sort of Health kit on their back that people can Press a Key and vlam! Healed!:D

They could scavenge to find a gun but it'd slow them down otherwise they'd have a (What the hell did Brits' use at that time !?) To at least defend themselves against an adventurer scout or a surrounder :idea:
 

VonMudra

Well-known member
Snipers will never be a spawnable class, plain and simple. Pick ups would be highly limited, and if a sniper died with one, yes someone could pick it up before the kit disappeared, but the guy who was a sniper would have to respawn with on the the normal classes.
 

Komrade

Member
Good to hear that.
So if there is going to be arty / mortar support, any chance to have radio operator in class selection?
NCO could call for arty with radio operators radio.
 
I'm really optimist.

But having 3-4 restricted classes is a big down, i'd prefer a few 1player-only slots than only 4 classes with each ones almost the same capabilities :|
 

General Naga

Director/Founder
Pathfinder Games
I think Squirrel means balanced classes. So for example the Assault or Rifle class isn't all powerful but each has it's advantages and dissadvantages depending the situation.
 

VonMudra

Well-known member
Well, then that would not only be in I believe, but highly realistic. Most guys were only issued rifles and a couple hand grenades. Then you have NCO's and such with submachine guns, and the squad rifle grenadier, squad MG gunners and anti-tank launcher-men. Those are the main 5 classes there. Add in an engineer class for demo-charges, and you're golden.
 

Nate

Member
I think you should have a sniper as a spawnable class but have a limit of one spawning for every 5 minutes or more. So if your sniper dies 34 seconds into play then you must wait another 4 minutes for another (time is determined by whatever is balanced). This makes it so the sniper is guaranteed to have the role of a sniper not some rifleman who decided he just wanted to be a sniper. Very specialized classes should have a cool down period so their importance is highlighted even more. An NCO may have a 10 min cooldown so it forces that player to play cautiously and not run directly into the fray.

Just some ideas
 
By that you directly mean, if a regular soldier is following these classes and they're crossing a street, the Reg. Class will go on and take all the risks before the *Upper Class*, just because your team doesn't want a cooldown ?

It is well thought but still has some Cons! :D
 

Nate

Member
That is a good point Mr. Squirrel and I think that would extend to the pickup option as well though. Because after a player has found that weapon which is already rare, they wont necessarily want to take the risk and lose that special weapon. The real reason I suggested my option was to promote people playing as the role their class entails. A sniper wont storm an enemy position because their real value comes from taking out enemy mgs and other strong points. As well if you have only one NCO (Like the commander from RO:HoS) then his job isn't supposed to charge in with the regular infantry but more to call in artillery and more supporting activities. But yes I think what you said is going to extend to any situation where you have a powerful item or ability that is limited. Good discussion in this post

And I agree with squirrel again because every idea has pros and cons and it comes down to what the devs feel is the most fitting.
 

Moody

Member
I think that the best way to do a class system is to have a squad system.

This allows you to customize what weapons are available on what maps. But rather than having new weapons made available to full squads, each squad/fireteam would have a pre-set number of slots. For example:

Let's say alpha squad is designed to be the assault squad. Lets say each squad has 8 slots. 1 NCO slot (sten), 3 assault slots (stens), and 4 riflemen slots (lee enfields). This means that assault squad has 4 smg's and 4 rifles. Bravo squad is designed to be the support squad. 1 NCO (sten), 2 LMG's (brens), 5 riflemen (lee enfields). When players join the game, instead of picking classes, they fill into the squads that have open slots. Each slot would have a unique loadout just for that slot. This might mean that 2 riflemen in the same squad would have a different loadout (one might have a frag grenade, the other an anti-tank grenade). This would also mean that the units in different squads would be specialized for different roles. ie a rifleman from the assault squad would have half the ammo, but twice as many grenades, and maybe some extra stamina. While a rifleman from the support squad would have extra ammo, and maybe a small bonus to help weapon spread, or increase suppression effects.

Being able to make each slot have it's own individual kit would allow for a higher level of realism by encouraging people in the assault squad to charge and take objectives (or they will soon run out of ammo), while the support squad can camp a causeway and unload at anything that moves, and not have to worry as much about ammo.

Having unique slots would allow for a 3 man MMG crew, a 2 man PIAT team, or specialized crewman slots where you have to be in those slots to be able to drive a tank. This system allows for class limitation, squad based team play, and a small degree of roleplaying (by having different squad be better at different tasks). It could also be made that being next to squad mates helps you resist suppression better than being next to strangers.

As far as snipers are concerned, I think it should be a map specific slot (accompanied by a spotter), and should be there instead of an MMG crew or other special weapon.

Edit: Maybe also make snipers more susceptible to suppressive fire.
 

Nate

Member
Moody you said exactly what I was thinking and I really like the way you put it too. ^This is definitely how I would like the classes to work.
 
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