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Boonshniggle

Occupations NEEDED and REALISTIC

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I think a way to add immersion into the game and to make players more reliant on each other is for there to be a choice for a player's occupation when joining a server/spawning.

These would have subtle and not required affects to the gameplay but give a real incentive for others to group in a realistic way.

For instance:

Doctor- the ability to bandage much faster, and also get several uses out of one bloodpack when other people only get 1 use. Also, if a player passes out for whatever reason but still has any blood left, they can get them back on their feet in a jiffy.

Soldier- Better gun handling, ability to shoot when running (great loss in accuracy of course), faster reload speeds, and can carry more guns and ammo.

Engineer- Anyone can get vehicles running, but if an engineer does it, it will be in better condition, drive a bit faster, and consume less fuel.

Scout- When he places a tent it is a bit larger and can hold more items. Has similar improvement like the soldier but for crossbows, has a quiver, and can make arrows out of piles of wood.

etc.

etc.

etc.

Just some ideas for some of what the classes could be. But, I think this is needed cause any player can still survive just fine without these abilities from other players, but it makes the survivability much greater and opens new avenues for players if they group up.

No roles to the effect that they had in TF2 or BF3, just slight changes that enhances the gameplay for everyone in a subtle way that offers a real life incentive.

Something I am unsure about but is worth mentioning also anyways.... What if these players in these roles became more and more effecient the more they used their specialities in some way, making death for them and their group a very big deal...because they will lose all their effeciency in their role completely or to a strong degree if they die.

This also enhances PvP in a lot of ways, cause some targets when in a firefight will be more important to take out first adding a stronger strategy element.

Plus, its realistic and I think healthy for the game experience to have these roles...I mean...like we all were born when the zombie apocalypse occured and have no previous occupations or specialties that others can benefit from? Please, tell me what you think everyone, I hope I am onto something here.


*PS* If not obvious, just to mention, players' appearances would reflect their occupation...

Also, the occupation choice players stick with until they die.

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Sorry dont like it.

Just the entire idea all together? Make the differences in occupations even more subtle possibly?

Not talking loadouts or anything like that. Everyone still spawning with the same items they are now and everything, regardless of their occupation choice. Just if you find a car, you might wanna seek an engineer. Plan on getting into a lot of firefights with other players? Well a doctor can be an advantage to you. Finding your alice pack too full of items and one tent not being quite enough for everything you wanna store, or start a trade area/town? Well A scout would be extremely useful to you. etc..

Possibly a survivalist occupation, one that gets slight advantages in all areas, just not in one area to the extent that the specific occupations do, for people that wanna go at it alone all the time? Jack of all trades, master of none kinda of thing...

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I did a search for occupation threads, didn't find anything quite like my suggestion already posted. If you find one, please, reply with a link...cause I couldn't find it.

Most I found was people mentioning loadouts and stuff which I would find too extreme of a change and found nothing subtle enough.

Just want it as a not needed, not required, but nice advantage kind of thing.

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Classes are problematic because they instantly disconnect the player from their character - do you really know about medicine? No? Then why do you have an advantage utilising it in the game? Because you selected a tick box when you started?

Think about what makes Dayz so refreshing: all behaviour in the game is organic, wysiwyg - nothing is dictated to the player by the game's design. You're limited by your paranoia, resourcefulness and ingenuity, not by stats, or discreet class roles that shape your abilities even before you've set foot in-world.

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Another problem with classes is, it forces you to play co-op, either you like it or not. From what I understand theres many survivors out there that enjoys and have become familiar with the "lone wolf"-approach, so bringing in a class-system would alienate a large number of the playerbase.

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I actually enjoy lone-wolf mostly myself. I just feel it's not a challenge nearly as much as it should be. For me, it would add to the immersion and realism if I am crazy to go at it alone, and freakin' god-like and get huge props for pulling it off, cause it's just that hard. Also, the way I survive should be through some rather inhumane ways.

I feel I should have the need to *use* people. Myself personally, would I group with an engineer the whole time just for when I run into vehicles? No, when I find a vehicle, if an engineer is around, I would have him fix it up and get it running, and then I will shoot him in the face. If I had a bloodpack, would I not find a doctor, have him use it on me, then kill him and take it back? of course ;)

It's just not realistic for lone-wolf to be as easy as it is right now, and they should have some real interaction with other players, just in a very devious fashion.

Lone-wolf should be impossible/hard mode and only the truely skilled and masters of DayZ should be able to think they can pull it off. In reality, that's the way it would be as well, I would think.

Keep in mind, I am suggesting all mechanics for uses of all current items stay the same. Just grouping with people adds a slight enhancement to what these items can already do.

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