Tactical Squad Action (TSA) RULES- 4 on each team, one Squad Leader for each team. Squad leaders have control, and must be obeyed! If your squad leader gives you an order, even if you don't like it, THEN TOO FUCKING BAD! This also puts pressure on the team to pick a good leader- you make shitty decisions, your squad gets killed, and your chances of victory compromised. SQUAD LEADERS can only be changed once per GAME, so players must appoint one carefully. So that is one spot on each team as SQUAD LEADER. There are three spots left, which can be filled by any class. A player can pick his class, but can only change their class once per game, and ONLY if there is no other person of the same class on their team. When a game begins, players have a few minutes (I will leave this up to players, but don't freak if you cant get the class you wanted ASAP) to prepare. They can look for weapons to equip themselves (if they dont want to acquire weapons on the field/need to diversify the team under the one-class rule), ask for weapons from teammates and even opponents, and will be positioned by SQUAD LEADERS. This is a very important time for SQUAD LEADERS, because it is when they can discuss strategy and order their units to take positions. Use it wisely! NOTE- Squad leaders decide wether mics are required. Communication is the KEY, so keyboards are required at the least. Here are the classes you can pick from, and hopefully your input can improve/add a bunch more cool classes. In no particular order, the classes- Note- unless otherwise noted, assume you CANNOT use other weapons. If it says shotty only, that means you can only use the shotty, no support or anything! CQC also counts as a weapon, but rolls are okay. SQUAD LEADER- Has power. Gives orders that MUST be followed by other classes on his team. Must be smart and able to think tactically, while knowledgeable enough to know what to do with what class on each map. A big job! Can use XM/AK, Pistol (non-Mk22), and CQC. Very powerful class. SNIPER- Duh. Can only use SVD and Mosin, and .45 pistol. Must be deployed tactically, and make sure he's safe or he wont last in a close quarter fight! Excellent support character for certain maps. NINJA- I dont know if this class is very practical, but here it is as an option anyway! Can ONLY use CQC, the Knife, and Smoke/flash Grenades. Also has an MK22. The only ones who can use thermal goggles. Better be stealthy! MERCENARY- Support class with unique weaponry. Can use the flamethrower, M63, and .45 pistol. SHOTGUNNER- What do you think? Shotgun only! Watch out in close quarters! For the sake of class balance, I declare there be NO PUMP GLITCHING. Nothing against it, but I don't think it fits in this game type. DEMO MAN- Explosives! RPG, Grenades/WP Grenades, and Claymores! Can also use .45. Watch your ammo! SWAT- Small arms expert. Can use Pistol and Scorpion only! FINAL NOTE- When you change class, you must say something! If you see a flamethrower and suddenly wanna become a PYRO, drop the weapon you have now (only if your new class can't use it) and tell everyone that you are changing class. This gives oppurtunities for SQUAD LEADERS to rethink strategy and reposition accordingly. But look, if your team needs a SNIPER, and you wanna be a SHOTGUNNER, try to be nice and stay a SNIPER! No one can force you as long as there is no SHOTGUNNER on your team, but it's common courtesy people! PROBLEMS =/ Well, the biggest problem with this is weapon acquisition. It will be a pain for the PYRO or DEMO MAN to find his equipment if he REALLY wants it, so who knows. You may just have to suck up a different class until you can find your weapon of choice on the battlefield. We'll see if it works in action.