Anyone else interested in the idea of cross-class counter play specifically in terms of abilities? I think it could add a very interesting dynamic to the game without really interfering with the base gun game.
Basically imagine that each class has a unique feature that is either an alt use of an item or a passive effect. Here’s a list of some things that I can think of, so just connect it to whatever class you think it might be most appropriate for; I’ll list my thoughts on that part as well.
Examples;
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(Recon? or Engineer?) Take control of all enemy ‘placed items’ (turrets, mines, healing station, ammo rack, etc) via a “mobile hack tool” that requires the player to be in X proximity and takes X seconds. The hack perhaps only lasts for a fixed time period, after which the items revert to non-friendly and must be destroyed/re-hacked.
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(Soldier? or FOPS?) ‘Fire resistant’ meaning they take less damage from artillery, napalm, or airstrikes- maybe grenades also if they remain a special.
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(Recon emp nade? or Engineer? or FOPS?) Explosive items temporarily disable the use of special abilities for X seconds.
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(Recon? or Engineer?) Healing rates are slower for X seconds when impacted or in range of- specific class weaponry (sniper) or items (mines/etc)??
These are just some ideas that sprung to mind, but I’d love to see some class relative ability counter play like this across all classes. They would have to be realistic and not overly intrusive, but offer opportunity for situational plays to be made. It wouldn’t weaken or disable classes, but just make playing each class feel more unique and open to more creative opportunities. If anyone has any thoughts on this or has similar ideas please share.