I feel like tying this into the Armor AP Adjustment would work well - it wouldn't be fair if a one-hit-kill unit can get whatever vantage point it wants instantly, but if it could be augmented with the use of light armor meant specifically for Snipers that increases AP, it could be earned, while still having drawbacks of its own. It would feel more worth it, IMO?
IIRC, I just modded the snipers to have the same AP as the class with the second worst AP (Lancers? I don't remember), and that was actually pretty balanced in that snipers could get to cover, but whether they had sight lines on the enemy heavily depended on map geometry. That said, mobility enhancing armor with less damage protection is a fine idea too - XCOM uses it pretty extensively - but it's something that should be an augment of a decent base AP, not something that exists just to make a class not be a burden.
I'm not sure what I think about this, or how it would work within the BLiTZ system. If every class had their own active ability in addition to passive individual traits on a per character basis, that could work? I think the closest VC1 got to this was the Engineer's repairing abilities.
Yeah, it's kind of hard to figure out how to add things to BLiTZ (IIRC, this is something even the developers commented on). I
think you could Mass Effect 3 MP/Mass Effect: Andromeda style 3 hot key abilities just by shuffling some of the existing controls to different buttons, but I'm not sure.
In fact, I wouldn't be surprised if BLiTZ gets replaced by something totally different, like a more XCOM style turnbased combat system, just due to how much more room for soldier control and customization it provides.
I think SMGs would make them too close to Shocktroopers unless Shocktroopers are upgraded to have more powerful weapons in turn, which just pushes the problem to another class. Pistols would make them more unique (as Engineers already have rifles) and could be further buffed by larger caliber bullet upgrades and a perhaps something stealth active ability?
Well yeah, that's why I suggested giving Shocktroopers BARs/Assault Rifles. That way you have a progressive elevation in firepower from the Scouts to the Shocktroopers to the Engineers. Giving the Scouts pistols, unless they're suppressed hand cannons or something, feels like a massive gulf between them and the rest of the classes in firepower,
and making it more dangerous to use them as actual scouts, because they might not be able to kill anyone if they're found.
So many possibilities, jeez. Maybe it'd be better to tone down this talk or we'll just get disappointed no matter what they give us.
I kinda agree, but on the other hand, it's been a decade since the most mainstream game in the series came out, so it's only natural to talk about how they could improve things and what they might've learned (hopefully) from similar genre games.