I was reading a thread recently, about including mortars in the game. The OP wanted them to be a RL replacement on the HA, but that didn't work for me, 'cause the HA's role isn't to be hiding behind a hill somewhere laying down fire. I figured it was more an Engy item, potentially as an alternative to the other turrets. But that made me think about just how many options engies really have..... and I thought... why can't other classes be like this? I know that DBG will probably never implement any of these, but it was fun coming up with them, so screw it! TL;DR - Lots of awesome ideas for classes. If you're only reading this section, you're missing out! INFILTRATOR Currently, infiltrators have three unique things - cloaking, hacking and (sort of) recon - that we can potentially tweak. What if: As an alternative to recon darts and motion-spotters, infils could have a "Comms Booster". This would extend the range at which spotted targets would be shown to allies from 50-odd metres (I'm not sure quite where this is at, at the moment) up to say 300 metres (fully certed). This would give medium-long range infils an "overwatch" role. As a secondary alternative to recon darts and motion-spotters, infils could select an "X-Ray Scope" - a better name would need to be found. It's essentially a set of binoculars that turns buildings into mostly-transparent wire-frames allowing them to see moving infantry etc. inside. The infil could then warn their team about ambushes etc. Note that the infil would essentially be uncloaked and unarmed while doing this, so at significant risk of being deaded. I'm slightly concerned about OPness on this idea, as well as the potential cross-over with LA, but maybe somebody can come up with some good balance ideas. Anyway what if we gave infils an ability that takes up the cloak slot, but doesn't actually cloak. Instead, when activated, it gives them radically increased mobility. They'll run a bit faster (say 20%), they'll jump a bit higher (say 20%), they'll be able to climb slopes and walls that are impassible to other classes (basically, think an acrobat with grappling guns etc.) This will allow an infil to infiltrate by using unusual routes and going to unusual places. They'll have to rely on their camo to blend in though, 'cause they've got no cloak. As an alternative to the mobility Infil idea above, we did something really outlandish. Again, by giving up the cloak, the infiltrator gains the ability to "phase" for a short while. While phased, you can neither take nor deal damage, BUT..... you can run through walls... I think that the coding required for this one is probably going to make it a non-starter, but I think it would be awesome and allow for some very interesting gameplay. I'd like to see Infils be able to do more things with Hacking as well. There seems to be a lot of opposition to vehicle hacking (and I can understand why some of it exists), but there's bunches of other things we could do. Once you've reached Hacking 3, it would unlock a second cert-line. This cert line would increase the range at which you could hack stuff, so you no longer need to be huddled up against it. It wouldn't give you stupid range (like hacking a turret across the base), I'm just thinking something like 15-20 metres at max-rank. Reach Hacking 5, and it unlocks a third cert-line - Viruses and a new Tool-Slot item, the Virus Gun (basically the same as the recon dart gun, but with a better name needed). Each rank of the ability would unlock new fire-modes for the virus gun (basically, new viruses) and allow the gun to carry more ammo - just like the current dart gun approach. Possible viruses include: Radar Jamming - Blinds both enemy and friendly radar in an area. Inversion - Makes affected medics nanite-regen do health damage and affected shield bubbles drain shields. Does not affect direct medic-gun use though, just the AoE abilities. Sabotage - Impair the movement speed, agility and turret turning speed of any vehicle tagged by one of these darts. Kinda like a vehicle-version of the concussion grenade. Could lead to some nice infantry/vehicle coordination, as well as being a way to potentially counter huge-vehicle-zergs. Sabotage 2 (couldn't think of a better name ) - Any spitfire in range loses IFF and fires randomly at ALL targets in range. All engy turrets explode, dealing AoE damage to all around but not killing the user (unless he's damaged and the AoE finishes him off) As a suit slot, I'd like to see some sort of "Cloak Capacitor" that speeds up the recharge of your cloak, much like the Medic has a recharge ability for their regen device. I'd like to see all Infil non-automatic, non-sidearm weapons gain a new ammo selection (applicable to Infils only, where other classes have access to the weapon) that halves the damage of the weapon, and applies a short-term semi-EMP affect to the target i.e. adds a delay to regen on shields, removes a portion of energy from abilities and fuzzes up the HUD without completely removing it. I don't think it would be too OP, and might provide a good squad-use for an infil. LIGHT ASSAULT Light assault's big thing is mobility. Let's see what we can do with that. First off, how about as a replacement for the jump-pack, LA's got a SHORT range boost-pack. It would have a number of charges (say, 10 - which regenerate at about 20 seconds per charge) and each use would consume one charge and shunt the LA super-quickly 2-3 metres in the direction of his current travel. This would let the LA quickly duck into cover if he was surprised in the open, or would allow him to close the gap when armed with a shotgun. I see it operating something like the Warp Spider attack in the DoW2 trailer. There would probably need to be a 1-2s reuse delay or the poor servers would crap themselves. Another thing I'd like to see is some upgrades for the rocklet rifle. Overall, I find it to be a pretty underwhelming tool, when compared with HA's rocket launchers for example. One idea I had was for another ammo type - grenades, essentially making the rocklet rifle into something similar to PS1's Thumper or, for the more PS2 minded, a mini-Pounder. I could see some uses for standing on a rooftop shooting 'nades in through the windows.... I'd also like to suggest an LA-specific ammo type too. Each bullet would be slightly decreased in size to make room for a small amount of highly explosive powder (or something). Effectively, the bullets would do less damage (say, 30%) but every round fired would let off a directional flash (could use the current flashlight mechanics, only MUCH brighter), creating a strobing / Flash 'nade effect to disorient your target. I'm aware of the potential epilepsy issues here, but I'm fairly sure PS2 already carries a flash-warning, so meh. Finally, since wall-climbing is a thing and it's not going away, why not just make it available for all? Seeing an HA or MAX on a roof-top isn't exactly rare these days, so hell... let's go all the way. Allow LA's to trade their rocklet-rifle in for a set of Router-pads. Drop Pad A here and Pad B there, and anybody that steps onto one pad appears on the other. Rooftop fun for the whole family! Can also have some interesting teamwork potential with this one! COMBAT MEDICS As a medic main, I think that medics are actually in a pretty good place now, and there's not a lot I'd change about them. Still, it would be unfair to my favourite class if I didn't come up with at least a few ideas! On the medic tool, I've had a few pet-peeves for a while. When you're trying to heal somebody and some other dude runs past, it locks him instead of your target. Then you have to realise, unlock, reselect and start healing again, hoping some other random doesn't run past (all the while probably having to keep track of a target who isn't standing still either!). Then there are the rez issues... two guys die in the same place and you can only rez the one who died "on top". Until he's accepted the rez and moved away, there's no way to get at the dude on the bottom. How about, by maxing out your med tool, you unlock two addition cert trees: The first one would generate a SMALL healing aura around you whenever you use your healing gun. It would heal you and anyone within, maybe 1 metre for a small amount of damage. Spending additional certs to slightly increase the range and healing. That way, when the inevitable mistargeting arising, at least you actual target is still going to get some healing, maybe just enough to keep him alive until you do get to him. The second one would convert your targetted rez into an AoE rez able to rez two targets within a short-range of you. By spending certs into this tree you can increase the AoE range and the number of targets. However, every target that you add also increases the rez timer for balance. As for the medic abilities, I thought it would be nice to complete the medic triumverate (healing, shielding and preventing damage). Basically I'd like to suggest an exact duplicate of the shield bubble except that, instead of repairing shields, it provides damage resistance to those inside of it. For balance purposes, it would NOT stack with NWA or resist shield. As you cert into it, it would increase the diameter and the damage resistance level. I've got one other idea, but I think it could be pretty OP if not balanced right. In keeping with the medic role of preventing damage, what if you could change up your heal/rez gun for a heal/shield gun... It would make keeping allies alive more important, because you can't just rez everything in sight, and in secondary mode, the gun would project a rectangular shield in front of the medic that is 1 soldier high and about 4 soldiers wide. The shield could be fired through by friendlies but not enemies (like spawn shields) but operates on a heat basis - it accumulates heat over time, and can only run for 30 seconds without needing a 30 second cool-down, however, all damage done to the shield is absorbed as heat. That way enemies can literally just overwhelm your shield with volume of fire and leave you all standing in the open with no protection. Or just straight up flank you. That would work too. ENGINEER Next to medic, engy is my favourite class, and it's already got more toys than most of the other classes. That said... there's always room for more, right? I think it would be great it, once you've fully maxed your repair tool, you unlocked a second cert-tree. This one would provide shield-regen to the engineer, but only while actively repairing something. This would make repping engineers slightly more durable, and moving up the cert-tree could provide increased regen. I also think it would be great if you could swap out your repair tool for an "Upgrade tool". Again, better name needed. This tool would operate as a standard, L3 repair tool for repairs, and would not have the shield-regen, BUT - when used on a fully repaired target (in the same way as repairing, i.e. 30-40s process) could provide additional benefits to that target (certed into separately): You could upgrade wall turrets to armored versions which require more damage to take down. Alternatively, secondary fire would allow you to upgrade the wall turrets with better heat-sinks allowing them to fire for longer before overheating. You could upgrade an AI MANA turret to have a full-frontal shield (because, let's face it.... every man and his dog can HS you off it these days, long before your weaksauce gun can take them out). You could upgrade an AV MANA turret to have the basic shield of an AI MANA turret. Or you could upgrade an AV MANA turret to have better heat sinks and fire faster. You could upgrade Beepy to Beepy v2, with small increases in RoF, tracking speed ('cause you can circle-strafe Beepy faster than he can chase you!) and health. Any upgrades done to a turret would, however, be completely removed if : 1) The base flips to another faction; 2) the turret is destroyed; or 3) the turret is hacker. As always, I'm going to renew my calls for a) making the Spitfire a cool-down ability, like the other turrets; and b) giving engineers their long-awaited AA turret (MANA version of the Walker perhaps, or maybe a mini Coyote launcher)? And again, as usual, I'm going to reiterate my claim that the Archer is far too situational to be a primary weapon and should, like the turrets that share it's characteristics, be changed to be an alternative to turrets. This way, you pull an AI MANA turret for infantry, an AV one for vehicles, an AA one for air, a Beepy for guarding your sundy, or an Archer to shoot MAX's. I'm also looking forward to see where they go with deployables once this deployable cover goes live. There's so much potential here, even if you just go back and steal Planetside 1's ideas! HEAVY ASSAULT Heavy assault's main thing is durability and pushing points. Not that most HA's I see do that, since they seem to prefer to 1v1 farm for stats, but whatever. I'd like to see a new shield for HA's - the Heavy Resist Shield. It's an activated rather than toggled ability and it's designed around breaching actions and pushing points. It provides substantially more damage resistance than the normal resist shield (possibly on the order of 80%), and it lasts for a flat 10 seconds, with a 2 minute cooldown. It'll be really powerful for pushing points, and will basically leave your HA as a normal infantry dude the rest of the time. I had another idea for an HA shield - the Spearhead Shield. The Spearhead shield is basically identical to the resist shield, but provides less damage resistance (say, 30%). In exchange, the shield also gives off a small (2-3m) AoE damage resistance field to protect friendly non-HA allies as well. This will allow small, high-teamwork groups to have slightly more chance against larger, uncoordinated groups. I'm pretty OK with where HA's are mostly, so I'm only going to suggest one more thing. Like the Infil and LA, I'd like to see an HA specific Ammo. Concussion rounds. These would do 30% less damage, and would apply a reduced concussion effect to the target. I consider MAX's to be much closer to vehicles rather than infantry, so I'm going to leave them out. It was fun coming up with these ideas. Please don't flame too hard, we all know that DBG is never going to implement any of this so there's no use getting overly excited about it.