Clueless Newbie wrote:Hmm.. ok.. how's this:
Assume we stick with a human team for now, the average model would be the size of an average human. However, most of these guys would be carrying around a lot of gear and armor, and would be a bit wider than an average human. The Heavy Weapons Guy is huge, and would be maybe 5& taller than an average human and 10% wider (bulk + gear).
The current Nexuiz player models already have that kind of size variation, even though their collision boxes are all the same dimensions. So if you want an immediate stand in for a beefier class, you could just use Nexus, Xolar or Mulder.
The runner, assassin, hacker, and sniper are lightly equipped and would be completely average WRT hight and width. I don't know what kind of units one uses for speeds and so on
Also, I made some more tweaks on the classes (including armor and hp): . . .
I have a fairly hefty design alteration / modular implementation plan for character classes that I feel could make this project easier to implement, fill more gameplay types and also in my opinion keep more with Nexuiz' "flavor". I think we should break design work of the character classes into two modules:
The first module (and be prepared for another shock because this will seem very contrarian) is to make and balance all character classes against each other in pure player versus player singular combat without using things that don't or won't exist anywhere else in Nexuiz. Each character class would get one of Nexuiz' existing weapons, get a change to its stable armor and health levels and diverse mobility through altering movement physics stats and giving some classes the mutator jetpack or offhand grapple hook (and possibly altering their fuel stats as well).
--- (I have alot of ideas about how this much of the character classes would function that I'd like to go with.) ---
The second module is deployables, abilities that alter the map, or things that benefit a team but not the individual character who uses it. These abilities would be added to the individually balanced and very diverse character classes mentioned above, to create a version of team fortess that mixes and finds a balance with the "flavor" of Nexuiz that emphasizes mobility, firepower and (as a result of those two things) individual skill over team work (versus many other games). Some of these things, being new to Nexuiz and therefor needing to be done from scratch, could be the most work on the code side and thus take the most time to implement, so balancing work could benefit from dealing with these separately and not having to wait for all of these features to be implemented beforehand.
--- (And these features are the part that you might want to design and decide which of the character classes should get which of these specials, in part because they'll probably need to take into consideration map features like assault, onslaught, spawn and choke points, for any extisting maps that you feel this mutator is best for, as well as whatever maps you plan on creating with this mutator in mind.) ---