NEW FORT-FIGHTERS CLASSES

cpt.N3M0

Well-Known Member
Proposal
I as a lot of others would like to be able to have more classes of fort-fighter ,
not only to differentiate the game but also to personalize it and make everyone
bound with it in a personal way!

Current Workaround
Right now there are few classes that i show in this graph:

-Tank : full hp , low damage
-Shooter : no hp , high damage
-Full Resistance : no hp , full resistances

than you have all the shades on the middle , tank with high resistances from sets , tanks with high dmg from sets ecc...
and i pointed out the effectiveness of those classes with the red poligon .



graph1.jpg

Details
the main idea of fort battle is that you can move , shoot , dodge to achieve your team victory !

With some little changes we could add more classes ,
its not my job to redesign a game like the west ;
I am a junior concept environment concept artist nothing further from a game designer :D
but I found that you already implemented some of those dinamics on adventures:
like buffing allies or healing them... so i will point out those as a starting point
than you or readers will add more.

Healer : Reparation skill , blue attribute , it heal each round a target ally or the sector (great balances effort to not make it boosted)
he will require you to have no hp and leadership to be more effective
Defensive support : Tactics skill , yellow attribute , he will boost the defensive stats of every allies in his sector for the upcoming round
resistance , dodge probability .
require to have Hp but no leadership . (i dont really know )
Offensive support : appareance skill , Yellow tree , same of the defensive support but boost hitting chance and damage multiplier
require no HP and full leadership , every class except dueller ... work similarly but is not that effective soo it boost them , that's
the thought ; if you wanna do dmg you can still be usefull .
taking away soldier leadership bonus and giving him from everyone that boost Leadership and have 0 hp and low resistance

Another option is to add other classes bonuses to add some more variety or some more ways to play !
I dont know what to suggest but there quite a bounce of things that you could add to each character class
to spice up fort-fighter classes variety

diagram 1.jpg


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3/9/2020 update to the idea -
Micro-rework to Fort Rifles to create 2 new class in one hit without changing any game mechanics

Today an in-game friend gave me the insight of a class that could broke the dyadic sistem that we use in FORT FIGHT ;

I am proud to present you the "Back-line sniper" , "Long distance sniper" the "anti-sniper" :
his main difference from the sniper is that his sets of skills or weapons will allow him to shoot not at the closest target
but at the furthest !
kinky idea ah ?!?!

giving this skill to the rifle would result i think into a kinda balanced sistem because HP tanks cash but are not able to hit close shoot , think about the long one :D , the resistance tank is able to cash out damage from hp tank but could be able to hit sniper and normal sniper could decide who they wanna hit : they wanna play to score big damage or they wanna play for the team victory !??

that tryadic sistem is very balanced.... and i think .... i think .... i think to be a nerd....
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Abuse Prevention
that's a point you should figure out balancing those classes and making no-fly zone for mid-way builds or allow those
only for Patreon-Players


Summary
More fort-fighting classes mean more player exteriorization of their personality and game bound,
more items sets possibilities ,more event item sets before the spike up of the level% , more Mid-way pay-to-play sets.
cmon hire me ;D

Administration
Does this idea meet the Ideas Guidelines & Criteria? Yes/No
Does this idea appear on any of the Previously Suggested Ideas List? Yes/No
 
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Beefmeister

Well-Known Member
it is a wonderful idea to be honest, like for real.

but, in my opinion, what you propose here is such a complex role to play...and judging by how much interest both the devs and players show for this game...i really don't know if something like this will ever happen. such changes require a lot of time to be implemented and a lot of time to get used to, and it will definitely have consequences on the future of the game, good or bad.

maybe something fresh like this is what we need, or maybe we should just stick to making the game better as it is right now, with maybe changing the damage formula correctly ( as an example ). i'm the "fix first before new" type of guy

props for your idea though, it's pretty smart
 

cpt.N3M0

Well-Known Member
I studied as a PC programmer for 7 years than switched to digital art ;
you can trust me if say that using road-cutter and easy trick it would not take
more than a month to be implemented in beta and i am very large with the time!

they already have half the coding from the adventures the most part would be the
gains from the follow up event sets and balancing of them!
 

lulumcnoob

Well-Known Member
I disagree a bit with the positions on your graphic, but overall I would like to see things like stronger supporting roles, especially a healing mechanic. I've floated this idea before and Inno just want damage vs tanks, resistance is meant to be secondary to those, and not a viable playstyle in itself.

I'm hopeful that if the fort battle changes are still happening, that they look to class bonuses for added flavour, I actually think picking 5 bonuses out of a list of 10 choices per class would make the game much richer and allow for specialisations without changing too much, as the main factor is limited dev time.
 

cpt.N3M0

Well-Known Member
yeah , i am asking for some changes to spice up things , i dont know what to change !

My proposal where just based on what there is already in adventures... i know that healing could be really a frustrating thing
but considering that it would force a tank and a healer to be in the same sector it would imply more targets available on LOS!

the grapich consider both free-to-play and patreon-players... the resistance soldier is not a thing actually for free-to-play but it is
for patreons that bought one of those high resistance sets:
El-gringo set
Kodiak bear set
E.zapata set
or others those are just the best giving you 450 resistance + your skill you should reach easely 700

Resistance soldier are not a thing yet but i hope they will make it a real thing just because when i ear about an adventurer
that is "GHOSTING" than i watch his stats and he has more than 12000 HP ;
in my mind i ear a voice that say :" how a ghost that is THAT FAT can pass trow walls? "

jokes a part it could be a secondary tank way for those that dont like to go full hp, a tank but a different tank...
 
as a new player i wished there would be more good sets out there for all classes and option for the pieces to drop when going farming or just add it somewhere as a bonus in FF's, duels etc cause for us new players it's pretty hard to get a full set together since the veterans and no offense to them at all seem to have upgraded sets which I can understand if you can improve your set I would too. so that is my proposal and wish for Inno to give new players a chance at good full sets for each class. thank you;
 

cpt.N3M0

Well-Known Member
that's a lot of topic also because is preatty easay to get sets... needs patiente and market knowledge!
 

RaiderTr

Well-Known Member
Hmm its curious how I missed such thread being a very active old-school forum lurker :-D

Anyways.. I'm mainly with Lulu and Beef on this.
I actually think picking 5 bonuses out of a list of 10 choices per class
Idk what this means though.
as a new player i wished there would be more good sets out there for all classes and option for the pieces to drop when going farming or just add it somewhere as a bonus in FF's, duels etc cause for us new players it's pretty hard to get a full set together since the veterans and no offense to them at all seem to have upgraded sets which I can understand if you can improve your set I would too. so that is my proposal and wish for Inno to give new players a chance at good full sets for each class. thank you
This!

New players (as rare as they are, they do exist) , struggle with such things.
Unless they start on a Veteran world like Colorado and ask for help (which they surely will be helped) that is.

Nowadays Inno still updating the Generic non-Tombola sets but they are in no way comparable to Tombola counterparts..
That's said, it would still be great if some of those were given via Start-up Quests instead of nowadays (mostly) obsolete rewards.
 

wyindywidualizowany

Well-Known Member
Firstly, no new classes will be introduced. Weve had 4 classes for a while now and even that is (somehow) difficult to balance. Now imagine having more.

Secondly (mostly to Raider), no help for new players is coming. Honestly no veteran would be upset if new players got some kind of a starter pack with a speed set/experience set and later when they reach level 25 or something get an FF set. Weve got many outdated sets noone has used in ages so I guess that if inno wanted to help new players they wouldve put these in tutorial or something years ago instead of keeping the items new players get now (which arent even useful at these very low levels)
 

cpt.N3M0

Well-Known Member
i hope you get that with classes i dont meant to modify the actual 4 , i was talking in generical terms...
classes like shooter , tank and general soldier
 

cpt.N3M0

Well-Known Member
Firstly, no new classes will be introduced. Weve had 4 classes for a while now and even that is (somehow) difficult to balance. Now imagine having more.

Secondly (mostly to Raider), no help for new players is coming. Honestly no veteran would be upset if new players got some kind of a starter pack with a speed set/experience set and later when they reach level 25 or something get an FF set. Weve got many outdated sets noone has used in ages so I guess that if inno wanted to help new players they wouldve put these in tutorial or something years ago instead of keeping the items new players get now (which arent even useful at these very low levels)
there are only 3 real classes in this game , tank , sniper .... ops!
it's 2 classes actually , I proposed to make it more role-playable but I figure that in 2-3 years they will implement some kind of other classes ,
like what they did with my idea to introduce %skill_point on shop's items that nowhas been implemented.
 

WhyN0t

Well-Known Member
They can't even balance these 4 classes and you want so many complex things to be added? :lol:
 

cpt.N3M0

Well-Known Member
there are not 4 classes .....
there are only 2 , tanks and snipers!

adventurer->weak tank
soldier -> strong tank

carpenteer -> weak sniper
dueller -> strong sniper
the full resistance -> weak sniper (needs nuggets items)

if you take away from rock,paper and scissor the paper .... scissor always lose !
therefore every even so slight change will change the balance toward that class.

I am proposing a way to actually balance the game and making the player able to
play more as his personality feel .
 

WhyN0t

Well-Known Member
there are not 4 classes .....
there are only 2 , tanks and snipers!
I was talking about classes. Adventurer needs a buff asap. Overall damage should be lowered, maybe resistance should be modified to affect more duellers and less tanks.
You are talking about playstyles. And there are more than 2:
  • Damager (low hp, preferably the lowest - 1590, full leadership): e.g. mosey/ron on defense; captain/ron on attack (or unionist if you have it)
  • Normal tank (full hp or mob/dext + full hp from skills) - e.g. full cortina for defense or wilson + cortina's weapons and horse+saddle for attack. You should mainly tank hits from damagers.
  • Resistance tank (full hp): e.g. cortina+spirits, carl+spirits, wilson+spirits (in this case without the mask preferably). You should mainly tank hits from other tanks.
  • Support (sector bonus damage build, skills should go full HP): e.g. Muerrita's clothes (on defense) or Captain/Siringo's clothes (on attack) + golden horse+saddle + gringo weapons (or unionist/chef's, but this build works way better with gringo weapons because the sector bonus is higher and skills are waaaay higher with those OP weapons). You support your team providing insane sector damage bonus and you can also tank when needed. The best combination for sector damage bonus is: Unionist clothes + Lonesome Cowboy's pants + golden horse+saddle + gringo weapons. With every item ^0 you will have 305 sector damage bonus. (60 from unionist + 15 from cowboy pants + 80 from golde horse+saddle + 150 from gringo weapons). The other combinations works also pretty good. With siringo on attack you have a lot of hp and don't lose much.
 

cpt.N3M0

Well-Known Member
I am not making a real mistake , the classes I had described are stereotipization ,
if we are considering adventurer and soldier , those are tanks .... they dodge differently but the class it's one if we look at Fort Fight.

The peak classes like full resistance and the support class that you are mentioning shouldn't be part of the equation because
they require a lot of currency to be bought... I don't know how gringo can cost ... 50 -70 euros.

When I speak about classes I am talking about real playstyles that can be used even with lower tier items.
To create them there is the need for example to remove the bonus damage per sector from the snipers sets
and put them only on the support that have hp to nullify the bonus , that's a balanced support for snipers.
support for tanks the opposite but we can create more .
That mean a radical change on how the items are currently on the game and I don't know if someone that spent
20-40 euros on an event would like to see those changes right now... maybe there is the need of sometimes where
they don't produce fort items? what could be a solution to that problem ?
 
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