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Gauntlet: More Classes
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<blockquote data-quote="Celebrim" data-source="post: 6384452" data-attributes="member: 4937"><p>Gauntlet Dark Legacy added expanded game play options which added several new distinctive abilities, including the ability for each class to make two different types of ranged attacks, the ability to strafe, the ability to block attacks, the ability to perform charges, a power up meter called 'turbo', and new class specific combination attacks that could be built up by different sequences of attacks, and cooperative attacks that could be performed by particular sequences of two characters. Plus the game was 3D rather than 2D. </p><p></p><p>Adding many new variables obviously adds new distinctive character creation options. You can make a class for example with the same defense values differ relatively in ability to block, ability to charge, and the sort of combo attacks it can perform. That being said, I'm not really convinced that the 8 classes in Dark Legacy were as differentiated as all that, as it could well be that Knight/Valkyrie, Wizard/Sorceress, Elf/Jester, and Fighter/Dwarf and differed mostly by the sprite they were represented by, which means you still had only 4 classes but you had 8 avatars.</p><p></p><p>You however asked about Gauntlet, and my answer still stands for that game, with one caveat. For Gauntlet II, there were several very subtle balancing options hidden in the class design, such as how much bonus food would be found on a level (the aforementioned 'later balancing efforts'). These were used to balance weaker classes like Valkyrie with Warrior/Wizard by giving more frequent health boosts. Those sort of features could be used in a Gauntlet I inspired game, so for example you could add a Halfling that was generally weaker than other classes but found more food. I'm not sure however whether that would be advisable game design.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6384452, member: 4937"] Gauntlet Dark Legacy added expanded game play options which added several new distinctive abilities, including the ability for each class to make two different types of ranged attacks, the ability to strafe, the ability to block attacks, the ability to perform charges, a power up meter called 'turbo', and new class specific combination attacks that could be built up by different sequences of attacks, and cooperative attacks that could be performed by particular sequences of two characters. Plus the game was 3D rather than 2D. Adding many new variables obviously adds new distinctive character creation options. You can make a class for example with the same defense values differ relatively in ability to block, ability to charge, and the sort of combo attacks it can perform. That being said, I'm not really convinced that the 8 classes in Dark Legacy were as differentiated as all that, as it could well be that Knight/Valkyrie, Wizard/Sorceress, Elf/Jester, and Fighter/Dwarf and differed mostly by the sprite they were represented by, which means you still had only 4 classes but you had 8 avatars. You however asked about Gauntlet, and my answer still stands for that game, with one caveat. For Gauntlet II, there were several very subtle balancing options hidden in the class design, such as how much bonus food would be found on a level (the aforementioned 'later balancing efforts'). These were used to balance weaker classes like Valkyrie with Warrior/Wizard by giving more frequent health boosts. Those sort of features could be used in a Gauntlet I inspired game, so for example you could add a Halfling that was generally weaker than other classes but found more food. I'm not sure however whether that would be advisable game design. [/QUOTE]
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