Hey so because you guys have a bad habit of jumping to conclusions and not reading the thread properly, the "hard cap" that I proposed here in the first post isn't actually what we agreed upon. An alternative was proposed (viewable here) and my mind was changed and everyone was super happy about it and that's what we're going with. The proposal is no longer what is detailed below. I notice that I tend to preface a lot of my proposal topics with "Kith has been busy" in some form or another, and that's boring, so let's switch it up and say "Kith has been in a coma for the past few days and I'm the parasite controlling his unconscious body". Yeah, that sounds good. Anyways, so the issue of class stacking was brought up to me by some concerned dudes, and I really started considering the effect that not limiting player classes has on NOTD. If you're confused about what I mean, I'm talking about having multiple types of the same class. Multiple Technicians, Pathfinders, Psi Ops, Engineers, so on and so forth. Much cheese comes from having multiples of these individuals, and I think limiting the amount of classes per game would go over well. To wit: Rifleman and Medic - Unlimited Assault/Flamethrower/Technician, Recon, Marksman, Demo/FO/Chem Expert - 2 per game Engineer/Pathfinder, Commando/Psi Ops - 1 per game Randoms are exempt from this cap and will function as they do now My reasoning behind this is that it's MUCH easier to balance classes. Aftermath did the same thing, and it was immediately evident as to why. The "veteran" classes were much more powerful, but not without their weaknesses, and required support from other classes to cover those weaknesses. However, in NOTD:SCII, you can simply stack those same classes over and over and make it so their strengths are simply too great to overcome the weaknesses. An example is the Forward Observer, who, on his own, requires protection while he drops artillery barrages. But if you get six Forward Observers... well, what is going to get that close? The Arms Assault is a very strong source of DPS, and is VERY nice to have in a bossfight because he can lock down said boss. He is, however, slow, and requires people to watch his back while he does his thing. So what happens when you get more than two? Everything dies, bosses don't move, and the game becomes a cakewalk. TF2 does the same thing in capping classes. You can only have so many Snipers, so many Engineers, so on and so forth. If you could have as many as you want, well... let me tell you a story. I once got on a server that was running a "capture the point" style game. The entire defending team was made out of Engineers. I joined, set up my stuff, and found that I could fire my gun forever from any point in the defending chamber because there were so many dispensers. I never dropped below 50% health, thanks to the constant healing, despite being attacked constantly by Soldiers and Heavies. Two of the teammates had Wranglers, using their Level 3 Sentry Rockets to knock back Ubercharged enemies that were aiming to destroy the nest. Spies came and went, quickly murdered by a horde of wrench-wielding Texans, usually never getting the chance to drop a single Sapper. An hour of solid effort by the enemy team, and they never managed to kill a single Sentry, or even reach the point. It was a completely hopeless game. An admin came online and witnessed the whole thing, usually laughing. He decided to change the game to standard TF2 caps after that round, and so it went. The next game was MUCH more fair, as the teams actually had to work around their teammates, rather than compounding the strengths so much that any challenge was completely eclipsed. So that's my story, and my proposal. I really think that it will improve the quality of NOTD, because it will encourage much more teamwork and basically force variety.