I'm having a dilemma. I've stumbled upon some seriously awesome mods for DoD:S that came out while we weren't hosting it.
Right now the server is running the RPG mod. The RPG mod adds all sorts of cool elements. Please see the thread "COMMANDS YOU NEED TO KNOW..." stickied in this forum.
However, the guy that made the RPG mod also made some smaller mods that essentially add new classes to the game. These new classes are based off of options from the RPG mod. For example, Recon classes are given light weapons and nades, but have the ability to call in airstrikes or gas attacks.
Medics heal, obviously.
Engineers booby trap and plant TNT around the map.
Flamethrower... exactly what it sounds like.
I think there's one more.
Anyway, this would add some kick-ass new diversity to the game and would split up the new abilities across different players class choices instead of letting everyone buy airstrikes and call them down.
I'm personally leaning towards the classes, but there are some key features I want to retain from the RPG mod.
Until I can figure out how to keep the stuff I want from the RPG mod while splitting some of the larger changes up amongst new classes, I want to know which you'd rather see.
Vote away!
FYI:
Recon:
http://forums.mattie.inf...storder=asc&start=18Engineer:
http://forums.mattie.inf...s/viewtopic.php?t=16584. I'd also modify him to be able to boobytrap as well
http://forums.mattie.inf...ms/viewtopic.php?t=15484Medic:
http://forums.mattie.inf...ms/viewtopic.php?t=15353FlameThrower:
http://forums.mattie.inf...ms/viewtopic.php?t=17714So, I'm torn. I love the idea of upgrades and stuff..... but I think classes would be fun and more realistic.
The third option is both.
Basically recons, for example, could use airstrikes without paying for them, whereas other classes would have to use their points to earn them.
What do you guys think?