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What do you think the interest level is in playing support characters?

Started by July 27, 2004 10:03 PM
59 comments, last by Wavinator 20 years, 6 months ago
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Original post by staaf
With this setup there will be no 'Hero Charachters' and 'Support Charachters', only charachters and their own set of skills.


I see, but I'd think that the percentage of challenges you lay out in the game will ultimately determine who supports and who gets to save the day.

It would be a tricky balance. Too many "sidekick" roles for the player and they may feel left out. Too few and you're back to hero / support dichotomy.
--------------------Just waiting for the mothership...
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Original post by Pxtl
In Team Fortress (the original class-based action) I've seen varied use of the support roles. Lots of shit-disturber players enjoy playing spies and demolishers, and engineering is a popular role too. The only support class in shortage is usually Medic, because playing medic is so simple and dull.

FPS games have it tougher, as they have to make it _fun_. Combat in RPG's is never fun (its the work, the level-up treadmill) so being a medic doesn't really change that.


Good points, but the last comment disturbed me a bit. :> Never fun??!? Are you saying that you play just to level, and the actual combat itself doesn't really hold any excitement?
--------------------Just waiting for the mothership...
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Original post by Michalson
In general I would say that support classes are best designed for advanced players and players willing to experiment. In general a party doesn't want a newbie healer who is just going to keep healing himself at the slightest damage and doesn't know how or when to buff or heal other players. Support classes should be "hard" to play at first, being purely a helper who doesn't directly win the battle but helps other players. As they grow however support players should become increasingly powerful, and capable of causing a major tip of the scales. Rather then being someone "who was there" they should be able to see that they directly affected the outcome of the battle. I would almost say that at higher levels support classes should be allowed to become almost abusive in their power to alter the battle.


This is interesting. It reminds me of the "magic users start out weak but end up tanks" system in tabletop RPGs which called mixed parties to protect the magic user.

A pure combat character is going to feel like they're carrying a support character in the beginning in instances of combat. But when the support character starts doing miraculous things, they'll become respected.

I don't think, though, that people have considered the dimensions outside of combat all that much. Funny enough, outside of combat, the warrior ends up becoming the support character.
--------------------Just waiting for the mothership...
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Original post by Telastyn
In every game I've seen with support characters, they were played. Not as much as the rest generally, but played. Especially if switching between classes is easy.

Regarding puzzles: I play a ton of Puzzle Pirates [google]. Nearly everything there is support characters, and it regularly has 1k active players.


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Original post by Jamaludin
Well IMO really simple, there would be no heroes without them, in every game Ive played, MMO's for example, supportive classes are the backbone of the group.


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Original post by knowledge
I too love playing support characters, because it is a wonderful change of pace from the other main role of "kill, kill, kill."


Hmm... this is what I get for being out of the MMO loop for so long. :) I'm happy to be wrong.


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Original post by zircon_st
In regards to the question, I almost always play support characters in online games and MUDs. However, it is essential that the character or class I play have some sort of 'solo' ability at the same time. For instance, in many MUDs, the Cleric profession specializes in healing and protective magic, but has offensive spells as well. Those offensive spells pale in comparison to a dedicated offensive spellcaster's library, but they are still nice to have. I think that without this aspect, even fewer people would want to play a passive/support character.


Yes, I think it is vital that you never be put into a situation where you're helpless. The medic, engineer and diplomat should all be able to pick up a gun if the situation warrants.

I think alot depends on how much combat there is in the game, though, and whether or not there are plentiful alternatives to fighting.
--------------------Just waiting for the mothership...
Oh, and note my general reference to always having support characters [but I was at work, busy and unable to elaborate] was actually for older games and not MMORPGs.

Team fortress [the original Quake I Team Fortress, before broadband and mods unbalanced it terribly] and Pen n Paper DnD actually were my first thoughts.

In team fortress, classes weren't supportive as much as they were complimentary. A Sniper alone is dead meat. A Soldier without sniper cover is toast. Teams would have more Spies if the enemy had more engineers, and so on. Plus, the "support" classes were still beefy enough to be dangerous. Mix that with the ease of switching classes, and people would regularly try out the support classes to just see what they're like or to stave off repetition or to combat enemy specialization.

In DnD, people like to role play, and they like to cooperate. Some folks just like being hidey sneaky support people. Add that the game [DM] would usually create situations where the support characters would benefit, and it was fun for all.
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Original post by Wavinator
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Original post by Way Walker
I find them more interesting because their role is more passive. This usually means more forethought must be put into each action.


Right, I think one reason why they might not be as popular is this. Run and Gun players will find them frustrating, your average player may not like being dependent, and in the case of AI NPCs often don't communicate their plans, so you have no idea of the big picture of what they're trying to do.


Different strokes for different folks, I guess. Though there are probably things you can do to make them more appealing to more people. Which I suppose this thread is all about :) Just hope that those changes don't "ruin" what I enjoy in support characters. ;)

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No, I think making them games in and of themselves, or even minigames, would make them less appealing to me. I would prefer that they work together with and enhance the more active classes. Like in movies, the hacker taking down the security as our hero infiltrates the building. Sure, there should be a specific skill needed in doing this, but calling it a minigame makes it seem like something seperate. Either don't make it feel like a minigame, or make it part of the regular mechanics (like turret placement in Infantry).


Let me clarify and see if you still have the same concern: I have in mind a bunch of representations of your skill tests that pop up from time to time. Hacking, for instance, might bring up a dialog with number combinations and a timer, which calls you to solve the puzzle before the timer runs out or you lose some resource or trigger alarms. Surgery might bring up a stylistic anatomy respresentation involving dragging and dropping remedies into key locations, again some timed. Engineering might have a mechanical diagram with a grid overlay upon which you could drag and drop items to change things like powerflow and functionality.

This would superimpose itself partially over your normal combat view, which is a fair approximation of being preoccupied and needing others to cover you while you do your work.


If it's what I'm picturing, I don't like this idea of superimposing the working area. It would pull me out of the game and into the minigame. I would prefer it (if it's possible, not sure on that, though) if you could use roughly the same interface you use for everything else. I see all sorts of problems with getting the right angle, getting "zoomed in" enough, etc. To give a combat example of the problem (I now realize combat is one part, not the main part, but it's an example), let's say I'm a medic, I jump from cover to cover as I make my way to the wounded. I believe it would be much more intense if, once I reached the wounded, I was still left in the action. To be able to look up and see the fighting and my immediate danger, to be able to just up and run like a coward before I'm finished, to have to force myself to keep my eyes on my work.

Also, this probably goes without saying, but it'd be nice if the timers weren't obvious timers. Like instead of a decreasing bar, use the patient's heart rate, speech, and facial expressions for a medic (this could also make them seem more human?). If the hacking is movie style, maybe a sequence of numbers/symbols that randomly cycle and one by one lock into place (opening of the Matrix, for instance?). If the hacking is matrix style (Shadowrun matrix, not the movie, but now that I think of it, maybe the movie), perhaps a little map as sentry programs close in on your "position". Engineers probably have hand-held meters (maybe you have to actively check how much time you have left?) and gauges on their machines.

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If you don't do this sort of thing, thing skill tests end up being a clickfest. See a door you need to hack? Equip bypass kit and click. Ally with a broken bone? Equip splint and click.


Yeah, these sorts of things make it seem secondary because there's no effort put into the system. However, superimposing something could make it seem secondary because it pulls the player out of the game. Or maybe I'm misunderstanding?

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That said, NPC gratitude has always seemed a bit hollow to me. I know there's no one on the other side, I know that the game stuck my kill ratio, my healing rate, etc. through some formula, the number that came out was higher than some magic number, and thus it printed certain text to the screen.


Just out of curiousity, but does this apply in combat? After all, the enemies are just AI which often are given your exact x,y,z and range and sometimes even current action, even while you're hiding (RTC Wolfenstein, elite guards know when you're about the throw a grenade).


Does the hollowness of gratitude apply in combat? Yeah, the AI's no more thankful in combat than out of combat. Does the reasoning apply in combat? Not so much. The rush, the action of combat are the same no matter what the emotion on the other end. The thanks is not the same. However, there is a special something about knowing there's another human controlling my opponent.

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Yeah, the medic actually is highly questionable in peace-time situations. The biota is pretty vicious in some places despite suits and filters, and in places whole regions are tainted with mental and physical status effects which must be warded off.


An essential member of any away team? Sounds like fun :)

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I have always seen the need for support characters to be able to do something in the offtime between emergencies, though. A robust research and item creation system might really help here, as would social leveling among NPCs (again, we're talking non-combat).


This sort of gets to the problem about soloing: Support characters need someone or something to "support". Almost by definition they're bad at soloing. However, I do like the non-combat alternatives. However, what're you going to give the soldier to do outside combat? ;)

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Yes, I think it is vital that you never be put into a situation where you're helpless. The medic, engineer and diplomat should all be able to pick up a gun if the situation warrants.


I, personally, don't think it's vital. In Infantry, as an engineer you don't have very good weapons or armor, but you may need to leave base and mine for minerals. Minerals are heavy and slow you down. Often you'd find yourself limping away from the enemy under the weight of your resources calling out for the Squad Leader/Medic to summon you to safety. This was part of what made them interesting. Even support characters need support sometimes ;)
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That AP is me, sorry :/
i think Shadowbane did this right.

in Shadowbane, healers kicked ass. no joke, healers were more powerfull then some of the toughest warriors or mages. they had some of the most biggest damage dealing spells, could wear even heavy armor, etc.. in fact, healers were too powerfull before i quit. (i played a healer, and i spanked most everyone). they could kick serious ass, not to mention they could heal themselves, lol.
FTA, my 2D futuristic action MMORPG
Would these support characters have the option to "set up shop" in towns, so that they replace or compete with the NPC healers, merchants etc.?

In other words, could they avoid entering into dangerous areas and still be able to advance their experience/level?

If there was more to being a resident medic than treating combat injuries, I'm sure people would at least try it. Trying to investigate, isolate and conquer an alien plague would make a refreshing change to standard combat where you're normally at a disadvantage.

Allowing the player to become a fence, gunsmith, law enforcement officer etc. opens up all kinds of possibilities. If they also had the option to set themselves up as freelance hirelings, even more flexibility would be added.
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Original post by graveyard filla
i think Shadowbane did this right.

in Shadowbane, healers kicked ass. no joke, healers were more powerfull then some of the toughest warriors or mages. they had some of the most biggest damage dealing spells, could wear even heavy armor, etc.. in fact, healers were too powerfull before i quit. (i played a healer, and i spanked most everyone). they could kick serious ass, not to mention they could heal themselves, lol.


Sounds like they did it wrong to me ;)

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