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Server time (UTC): 2021-10-22 20:09

Character classes


Roland

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  • Server Manager

Hello!

I got this idea while running through Cherno today with a hatchet (lolwut?), this is a suggestion for our new DayZRP mod.

You may have read in status update announcement that along with the new rules that will go live with the mod we will require everyone to properly roleplay their character. Therefore it is only natural that we further pursue this idea by implementing a class system that will allow you to distinguish yourself from other characters. After all not everyone knows how to properly administer a blood bag, shoot a high caliber sniper rifle or repair an engine or main rotor of a helicopter.

Character classes - upon sending in a whitelist you have to fill in character bio. Based on this bio you have to choose a character class that you will stick with. Each class has unique abilities that nobody else can do:

Medic - can apply blood bags, "fix" legs using morphine and stop bleeding without using bandages.

Mechanic - can repair advanced vehicle parts (engine, rotors, fuel tank).

Soldier - can use advanced weaponry like scoped assault rifles, LMGs and sniper rifles.

Engineer - can build simple structures using everyday materials and create unique items.

More classes may come and the perks may change, this is just an early idea that I wrote down on a napkin :P Feel free to suggest new classes or class perks.

This kind of modification requires extensive script writing so do not expect it anytime soon, but before we start coding we'd like to gather feedback from the community.

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Awesome. This is a great idea, but 95% of people will go soldier. What about specializations for it, such as Sniper and Gunner?

And medic could have slowly regenerating blood, spawn with medical supplies that kind of thing.

Mechanic could spawn with a toolbox.

Engineer, that as well.

To make it look nicer:

Medic: Spawns with basic medical supplies, a blood bag, morphine, painkillers

Engineer: Spawns with a toolbox, and basic supplies for base building

Mechanic: Spawns with a toolbox, a scrap metal or a jerry can.

Soldier: No bonuses for these guys. There will be enough as is using this for advanced weapons.

Gunner: Soldier specialization, can use normal soldier weapons, but heavy machine guns as well.

Sniper Same as gunner, but uses sniper rifles and other weapons similar.

And maybe everyone could use lower tier weapons, like say the CZ550? It's not a high powered rifle, it's a .22 if I remember correctly.

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  • Legend

Woodsman/survivalist - can field dress animals for 2x amount of meat (ie 16 steaks from a cow, six from a goat, two from a chicken)

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  • Server Manager

Yes, ofc civilian weapons like CZ550 can be used by anyone. We could modify starting gear as well, but I'd like to focus more on the abilities as they will be game changing.

Woodsman/survivalist - can field dress animals for 2x amount of meat (ie 16 steaks from a cow, six from a goat, two from a chicken)

We thought about that, but it doesn't have as good appeal or usability in a group as the other classes.

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  • Legend

Spawning in with kit is the real way to go with this one.

Woodsman could spawn with matches and knife (no hatchet though, wouldn't be fair)

Medic - 3 bandages, 1 blood bag, 2 pain relievers, 1 morphine

Mechanic - misc spare parts

Soldier - Makarov with two clips

Engineer - sandbags, tank traps, wire.

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I like it a lot. The only thing is I would want certain weapons available to everyone, like basic sniper rifles. I love the idea of leaving advanced military weaponry to a specific class though. It'd force a greater specialization for bandit clans.

However, it might make the game much more stacked against the lone wolves. Maybe there can be another class, the sort of survivalist class? Maybe they can do a bit of everything, but do it slower or less efficiently?

I imagine I could both fire a rifle, change a tire and construct a sandbag wall, though none as well as a trained soldier, mechanic or engineer. Is that plausible at all, or would that just eliminate the purpose?

Either way, I'm ALL for medic being its own class. I always thought me, as "just some dude", administering a blood bag was like...silly.

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  • Legend

Yes, ofc civilian weapons like CZ550 can be used by anyone. We could modify starting gear as well, but I'd like to focus more on the abilities as they will be game changing.

Woodsman/survivalist - can field dress animals for 2x amount of meat (ie 16 steaks from a cow, six from a goat, two from a chicken)

We thought about that, but it doesn't have as good appeal or usability in a group as the other classes.

But I like to play solo.

Also, my small brain doesn't grasp how this would actually work.

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  • Legend

Yes, ofc civilian weapons like CZ550 can be used by anyone. We could modify starting gear as well, but I'd like to focus more on the abilities as they will be game changing.

Woodsman/survivalist - can field dress animals for 2x amount of meat (ie 16 steaks from a cow, six from a goat, two from a chicken)

We thought about that, but it doesn't have as good appeal or usability in a group as the other classes.

But I like to play solo.

Also, my small brain doesn't grasp how this would actually work.

Restores health to all players in the set area around the woodsman when he eats?

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  • MVP

I'm sceptical about this idea.

On one hand it promotes teamplay, class division among groups and taking care of each other using the best the classes provide. It would definitively promote RP and interactions between people. And that's great :)

On the other hand, it screws lone guys/small groups ( and thats kinda expected normally),but it generally provides worse gameplay experience for them. Possibly ruining all together with restriction of either not being able to patch up a friend/not be able to repair a car/cant use better weapon.

Plus, even when you play with a group you dont have all the members online at all times. So you become really dependent on others and their perks. And this is my main concern.

I understand medical class, mechanical too, engineer (if we are going to have dayz+ construction system , but possible it would nice to combine enginner with mechanic ?) also. But the soldier class seems a bit out of proportion. If regular class guy can wield and use a assault rifle with reddot scope what's the big difference when switching to a better scope, or sniper rifle. Already the scope in game demands from player knowladge how to use milidots,estimate distance etc. I see soldier class justified but still quite artificial.

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  • Server Manager

I'm sceptical about this idea.

On one hand it promotes teamplay, class division among groups and taking care of each other using the best the classes provide. It would definitively promote RP and interactions between people. And that's great :)

On the other hand, it screws lone guys/small groups ( and thats kinda expected normally),but it generally provides worse gameplay experience for them. Possibly ruining all together with restriction of either not being able to patch up a friend/not be able to repair a car/cant use better weapon.

Plus, even when you play with a group you dont have all the members online at all times. So you become really dependent on others and their perks. And this is my main concern.

I understand medical class, mechanical too, engineer (if we are going to have dayz+ construction system , but possible it would nice to combine enginner with mechanic ?) also. But the soldier class seems a bit out of proportion. If regular class guy can wield and use a assault rifle with reddot scope what's the big difference when switching to a better scope, or sniper rifle. Already the scope in game demands from player knowladge how to use milidots,estimate distance etc. I see soldier class justified but still quite artificial.

The alternative would be that everyone can use all weapons, but the high end weapons are very inaccurate in hands of an inexperienced user. Soldier class has normal accuracy because of his training and experience with military weapons.

That would be *very* hard if not impossible to code by using current ArmA2 engine.

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  • MVP

If accuracy impairment could be implemented it would be great :) That solution would balance the classes and won't be artificial IMO.

Unless you just coded the ifuckingneedpainkillers effect when used by a non soldier.

Which shouldn't be -too- hard.

God noes, that would impair non-soldier classes too much.Third/quarter of that effect could suffice though,good thinking about solution Seaweed :)

Another problem, (yeah I know, I'm a negative guy :P ) such class system would require a class switch system (in case somebody changes mind and have a valid reason, change would be possible only... Dunno, once a week ? ).

Other than that, a 3/4 class system would be ~ok . Still the dependancy on medic/mechanic and impact on loners/small groups would be harsh.

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If accuracy impairment could be implemented it would be great :) That solution would balance the classes and won't be artificial IMO.

Another problem, (yeah I know, I'm a negative guy :P ) such class system would require a class switch system (in case somebody changes mind and have a valid reason, change would be possible only... Dunno, once a week ? ).

Other than that, a 3/4 class system would be great.

As I said, painkiller effect.

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  • Server Manager

If accuracy impairment could be implemented it would be great :) That solution would balance the classes and won't be artificial IMO.

Another problem, (yeah I know, I'm a negative guy :P ) such class system would require a class switch system (in case somebody changes mind and have a valid reason, change would be possible only... Dunno, once a week ? ).

Other than that, a 3/4 class system would be great.

As I said, painkiller effect.

Just because you are holding a high end weapon you shouldn't have to shake and have the sight all over. What we are looking for is an effect similar to what you get when aiming a weapon and walking at the same time. The bullets fly all over the place.

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  • Legend

Yeah the accuracy is quite possible and is actualy better idea imo than complete restriction (everyone can push trigger, but it require skills to hit something)

But then you'd have to add in an experience and leveling system for characters that practice or receive training, etc.

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If accuracy impairment could be implemented it would be great :) That solution would balance the classes and won't be artificial IMO.

Another problem, (yeah I know, I'm a negative guy :P ) such class system would require a class switch system (in case somebody changes mind and have a valid reason, change would be possible only... Dunno, once a week ? ).

Other than that, a 3/4 class system would be great.

As I said, painkiller effect.

Just because you are holding a high end weapon you shouldn't have to shake and have the sight all over. What we are looking for is an effect similar to what you get when aiming a weapon and walking at the same time. The bullets fly all over the place.

They also fly everywhere when the painkiller effect is active. It's a solution that works for getting piss poor aim.

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I don't think the classes should be more specialised because of its effects on lone wolves. I like the idea that was said earlier that means depending on which you select you get related items. And in a real apocalypse (lul) people would adapt and gain new skills.

Some things, though, like medical expertise or field mechanics, aren't things you just pick up. Someone with the basics in those fields might be able to figure it out as they went along, but for the most part folks I know couldn't tell me the difference between brake fluid and oil, let alone what part of the car takes which.

And man, in the event of an apocalypse, if my friend had nearly bled out and it was me and a blood bag? I'd probably have them drink it (that's a safe way to get blood back in your system, right?!).

My actual doctor has trouble finding a freakin' vein, I'm pretty sure I'd just hit bone 10 times out of 10.

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What about changing the effects of an action rather than the action?

eg if I have no class selected.

Blood bag administration would restore 25% but as a medic class would restore 100%

Fixing a car wheel would put it from red to amber but as a mechanic would put it to green (fully restored)

Damage by specialist weapons would still be done but as a reduced amount than if a soldier

Etc etc.

Yes you can still fix up friends blood or a car to full but would take more items to do it than a specialist class, as would shooting with a specialist weapon, you need to hit more times.

This would still mean that lonewolf, jack of all trades is still available just harder

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  • Server Manager

Yeah the accuracy is quite possible and is actualy better idea imo than complete restriction (everyone can push trigger, but it require skills to hit something)

But then you'd have to add in an experience and leveling system for characters that practice or receive training, etc.

Wow, that would be awesome. Every fired bullet would increase XP for the weapon class that's being fired and be saved in the DB along with other character information. Upon death you lose these stats and have to start from the beginning even more improving the NLR and role playing.

I'm afraid we aren't that skilled developers, but it's an awesome idea :)

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