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How to justify player classes in the story of a military shooter.

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Worlder What? Since: Jan, 2001
What?
#1: Dec 6th 2010 at 10:48:21 PM

It kinda irks me, even if the work is just semi-realistic, but is there anyway one could justify how distinctly defined player classes could be smoothly integrated into the backstory of say a military themed shooter?

The Fridge Logic is "Why not have them all be same class; a 'soldier' (but with different tools)? It makes not practical sense to define say your ground infantry according to how they fight"

JackMackerel from SOME OBSCURE MEDIA Since: Jul, 2010
#2: Dec 7th 2010 at 12:42:56 AM

Well, realistically, you DO have classes. Designated marksmen, machine gunners, radiomen, infantrymen...

Half-Life: Dual Nature, a crossover story of reasonably sized proportions.
66Scorpio Banned, selectively from Toronto, Canada Since: Nov, 2010
Banned, selectively
#3: Dec 7th 2010 at 2:37:06 PM

A class is basically a career path. Some people switch career classes: I've seen infantry go engineer and the reverse. In the Canadian Forces, to be an Intelligence Technician you have to serve in some other trade before you switch to intel. And NC Os can go officer by a CFR (commission from the ranks). These are exceptions; 90%+ stay in the same trade their entire career, so it is a reasonably acceptable fix.

Whether you think you can, or you think you can't, you are probably right.
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