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Evolution of Combat IV - Preview 3 - Class System


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Welcome to the third preview of Evolution of Combat IV! In this update we wanted to give you some details about the redesigned class system in-game in multiplayer and in single player.

 
The new class system is perhaps one of the biggest changes in EoCIV. It adds not only more class options than ever before, but a true reason for picking your class to play with. As well as changing your skin, classes now assign the correct weapons, force powers and animations for that character. This means it's quicker than ever before to get started in a game, you just pick your class and go! We've worked hard to make all the classes movie accurate, meaning the weapons and force powers assigned to you when you choose a class are representative of what those would be if the character was in the films. This makes EoCIV now totally realistic to the Star Wars universe. We've also resized models for characters meaning they are correct to the character, so you'll never have a 6ft Yoda running around in multiplayer again!
 
The class system not only works in multiplayer, but in singleplayer too. You can now choose your class to play as during the story meaning you get access to different weapons and abilities to help you on your journey.
 
It's a massive change to the game making it not only more personal to your individual play-style, but quicker to setup and more accurate to the franchise.
 
Check out the video below to see some of the classes in action!
 
 
There's a lot more to tell you, so don't forget to watch our ModDB page to get updates when we post, or alternatively subscribe on YouTube! We'll be posting regular updates like this in the lead up to EoCIV's launch in December.
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It adds not only more class options than ever before, but a true reason for picking your class to play with. As well as changing your skin, classes now assign the correct weapons, force powers and animations for that character

What classes are there, and what are you comparing EoC to when you say more class options? Doesn't auto-assigning weapons, force powers and animations mean you have less options now?

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What classes are there, and what are you comparing EoC to when you say more class options? Doesn't auto-assigning weapons, force powers and animations mean you have less options now?

We're comparing EoCIV to EoCIII.

Previously you would choose a class and all it would do is change your character and then you choose your force powers and weapons as extra, now force powers and weapons are assigned to the classes.

So you're half right, there are less combinations, but there are more actual classes.

 

The aim of EoC all along has been to make the game more movie realistic, and this is a massive new part to do that.

Jeff likes this
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There are still people waiting for a perfect RP mod using a sabersystem like in OJP or EoC.

Don't say : we just focus on FFA and Duels not on RP, because with your class system, you will automatically be compared to MBII and you will loose. Because even your sabersystem or your class are better, it will be just a classic FFA (maybe with RPG components). MBII is fun because there are objectives to be completed. You have several ways to win.

 

Roleplayers can be an important community for you : make your mod for FFA and Duel, but don't forget Roleplayers :

- add emotes and RP chat system (enabled by a serverside cvar) like in ::Jedi:: Holo mod.

- add npc spawn, effect spawn and map_objects spawn (with admin system).

- all your class should be depending on serverside txt or cfg files, which allow the serveradmin to modify them and create his own class depending on the RP he want to create, with Account system.

 

By adding these features, you can reach success among Roleplayers without decreasing FFAer experience.

Onysfx likes this
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There are still people waiting for a perfect RP mod using a sabersystem like in OJP or EoC.

Don't say : we just focus on FFA and Duels not on RP, because with your class system, you will automatically be compared to MBII and you will loose. Because even your sabersystem or your class are better, it will be just a classic FFA (maybe with RPG components). MBII is fun because there are objectives to be completed. You have several ways to win.

 

Roleplayers can be an important community for you : make your mod for FFA and Duel, but don't forget Roleplayers :

- add emotes and RP chat system (enabled by a serverside cvar) like in ::Jedi:: Holo mod.

- add npc spawn, effect spawn and map_objects spawn (with admin system).

- all your class should be depending on serverside txt or cfg files, which allow the serveradmin to modify them and create his own class depending on the RP he want to create, with Account system.

 

By adding these features, you can reach success among Roleplayers without decreasing FFAer experience.

Thanks for the feedback, I'll pass those points onto Serenity.

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Is multiple threads on this necessary per se (?) I ask because this comes across as a bit spammy.

I'm not really that familiar with how often people post to JK Hub, if you want me to keep it down to just one post, that's fine :)

Next time we do a preview I'll use it as a central thread for all EoCIV news.

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