I like the sound of this, adding a couple more traits to each class. Just be careful that they don't become overpowered. With changing classes, definitely agree it should be on death, since it means you essentially lose your inventory to prevent rapid switching between classes. It should have some sort of protection over it to protect from abusing it.I feel the survivalist should have dirt on his hands, and his face. Not to be confused to the hunter, but just enough. Like Dirt lines going across his face under his eyes. Like what football fanatics do. I also feel like he should be able to heal other people, to give them the heal bonus, and he cooks food faster, and the effects of food and medicine are 20% more efficient. So basically make him the medic class?
The gunner doesn't have dirt but he always has a bullet strap going across his chest, and around his waist. He should also be able to craft KEVLAR somewhat faster. I'd also say that he will generate a clip's worth of ammo for a random gun every now and then, so the belt is visually supported. Not often enough to give him unlimited ammo, but enough so if he's in a tight spot, he might get lucky and survive.
Engineer always has a toolbelt on. Has visible hammers, wrench, etc. I feel he should also be able to "carry" the workbench 1 trait around. like he can craft items without a workbench.
The demoman could always have a grenade belt going across his chest or his waist. Also, I'd say so this is visually supported, he automatically generates 1 grenade every now and then. Not enough to be throwing them like crazy, but enough so he always has a grenade so it's visually supported and to get him out of trouble if his timing is correct. Like if he just tossed one, he wouldn't look in his inventory 5 mins later and see one, he'd be walking around after the fact and then suddenly, Hey! A grenade!
The lightfoot can sneak around considerably easier because he doesn't make nearly as much noise, is skinnier then the rest, fall damage reduced, break legs is nil, and he can jump higher. Basically he's the infiltration class.
The hunter could have a leather strap going across his chest, and have a "soulbound" rifle that he generates ammo for, but is weak, but accurate. He benefits from being more accurate on rifle based weapons, and like said in the OP, he can get animal sources faster, and gets a sneak bonus. in the event that the soulbound rifle and strap is OP'd, he could always just have facepainted camo on his face and arms.
The strongarm could run a little slower then the rest, but can shoot faster with less recoil because of his strength. He can like the the OP carry more, gets 150% resources, and hits stuff faster. Speed of attack can be toggled between fast attacking with normal damage, or normal speed with 150% damage. Visual is obviously bigger then normal players.
the lucky could get more criticals easier, sometimes get 200% resources, and if shot at when a bullet is supposed to hit him, he hears a bullet whizz past him, and the shooter sees "miss!" or something. He could have like luck charms on his wrists or neck or something. Not something too ridiculous, just enough so if you see him from the same distance as any other player you could tell he's the lucky class.
All arounder could just have the default playermodel type, and has 20% bonuses in everything. Though I feel this could hurt the choice in specializing something because if a novice group is joining, they will have to know the condition of the game to be able to coordinate effectively. I feel you could always change your character's specialization at any time, and it will take effect on death.

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