This idea will probably need reforming in order to work. Remove personal selfish consumables and replace them with deployables. The deployables work like the ammo box, except they are used once per life, and the deployable has a short uptime before it despawns. The Deployable will provide a consumable that can be used only once or access to a weapon that has 1 round. Here is the list of deployables for each class: Infiltrator- 1 Motion Spotter (Rank 1) 1 Mini-Map Jammer (Disables all enemy minimap in the area for a period of time) Medic- 1 Restoration Kit 1 Shield regen shield (Rank 1) 1 Painkiller (Removes all flinching for a period of time) Engineer- C4 Proximity Mine Tank Mine Light Assault- Not sure Heavy- Not sure Each person (beside maxes) can carry two deployables at any given time. For example: 2 C4s, or 1 C4 and 1 proximity mine, or 1 C4 and 1 restoration kit
What is the purpose of this suggestion? I dislike changes for the sake of changes to put into context why it matters for me. Also. *throws his Utility Pouch at your feet*
How about its given to certain classes, and has unlimited pickups, but only for one per person, and despawns after 15 seconds, but could be reusable after 60 seconds, and each pickup would cost nanites(a little reduced from normal) Like the heavy could drop a single use RL(A weak one, with about the damage of a falcon rocket) The medic could drop resto kits. Engineer drops ammo(obviously), Anti-Infantry Mines(This one might need a limit of 3 max pickups) and Tank mines(Max of 5 pickups) LA could drop a single mag Rocklet Rifle(It's been modeled, so I'm hopeful Infiltrator could drop... I don't know, a single use recon dart?
Utility Pouch would have to allow the user to carry more deployables. I forgot about them. The purpose of these changes is to promote class diversity. This is the only example I can think of: medkits and regen implant reduce the need for a medic. This suggestion would require at least 1 medic to provide the medkits that the squad can pick up. I really like the deployable weak rockets. It allows everyone to help bring down the armor while destroying armor. Tankers like myself would complain that we would get ***** by rocket showers, but infantry can do something similar by turning into av maxes and heavies. The time limit idea sounds like a good idea too.
I think I have a better understanding of the proposal now. If I may append: The part I still don't quite understand is "except they are used once per life." I'm not certain how that is different from being the temporary item as they are otherwise described. Do you mean that once a player has picked up another class's deployable and either used it or lost it (decay) that player is unable to pick up another deployable until their next respawn? In any case, I am uncertain how this favors class diversity over our current system, where the major loopholes are C4, Medkits, and Restoration Kits, and the AI mines shared by Engineers and Infiltrators. Detection bolts for the crossbow too. I am also not certain this temporary loaning easily meshes with the persistence intended for some deployables such as AT Mines and AP mines. It would be faster to class-restrict the said items than it would build this kind of hand-out-system, since now you need to add new functionality that differentiates between "putting down a C4 Deployable" and "putting down C4" and that can't collide with the action for "detonating C4," for a long-winded example. To borrow your example, how is giving out LAWs to all classes good for class diversity over anyone who wants to engage armor switching to a class that engages armor?
What if the deployable, after picked up, can only be used within ~20 seconds or so? That means that medics aren't carrying around RLs all the time, and the like?