First off, as to the loadouts you can carry into battle. They have said specifically that you can carry 5 weapons total into a fight. Whether you get all 5 of those off the bat or need to spend training skills to reach that maximum, we do not know.
As for the classes, during the E3 videos they did say what they were using in the demo was for the ease of the people trying it out. At that time there were no specific classes. However, since then they have stated in interviews that those three classes will affect how many training points you need to spend to learn a new weapon, armor or ability.
That in no way means you cannot use any type of weapon or be restricted from any type of gameplay due to your class. It only means that if you plan on making a stealthy character, choosing the right class and race will let you train what you want "cheaper."
In that sense, a scout can be walking around in fully heavy armor with a minigun and a rocket launcher and rip up other people in close combat while at the same time carry around a sniper rifle to pick people off at extreme range. Though very probably at a serious hit to their liscense points.
Whether they keep it to these 3 classes only, actually use the names they pulled out of their ass for E3, we won't know until beta and then release rolls around. I would hope more than 3 options would avail themselves.
On last point on respawns, during the demo you spawned with all of your weapons, armor and ammo from whatever spawn points they had set up. As a gameplay demo that is promising as you don't have to hunt for weapons before you can play. On the other hand, that was just a standard UT 2007 game with Huxley's models. It even had standard UT pickups as you can see in one video. The actual game will probably differ from that, and we won't know if they keep the same spawning system or not. Personally I really doubt that the spawning system in the E3 demo will be used in Huxley, but that's just because I know that the system that unreal uses in the DM level designs would not port well to an MMO with shifting lines. Assault maps used a slighty modified spawn system which might work, but I really don't know what will happen and I do hope that webzen can come up with something better.
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If you can't describe what you are doing as a process, you don't know what you're doing.
~W. Edwards Deming
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