To start, I would like to say that the class system I have in mind does not restrict you from using any time of weapon/armor/etc. It is a way to make specific types of gear do more damage, among other things, I suppose. Brief Description There would be a number of tech trees each pertaining to a particular "class" of weapons, such as small melee weapons, large melee weapons, small projectile guns, large guns, laser weapons, and gauntlets (reference to my other thread, see http://community.playstarbound.com/index.php?threads/gauntlets.3963/#post-66146). Each of these would fall under a certain class, you could say. Also, I suggest including some sort of support role for each "class" to make it a bit better. I'm pretty creative, so I've suggested names that I think make sense for most of the tech trees. Note: Warrior, Ranger, and Magician are NOT the intended names for the divisions. I'm just using them as an umbrella term that can/will be changed or won't be included at all. Warrior Tech Trees (Warrior = melee user): Swashbuckler (small melee weapons), Berserker (large melee weapons), Commander (support) The Swashbuckler would be the class to use smaller weapons that have higher speed. This would encompass daggers, short swords, long swords or any other weapon around these sizes. They would be more proficient in dual-wielding melee weapons than others and would likely strike faster, due to their weapons of choice being weaker than something larger. The Berserker would be the class to use heavy melee weapons, such as spears, polearms, battle axes/hammers, and broadswords. They would obviously be slower than the Swashbuckler, but be able to hit for larger amounts of damage and take less damage in turn. (Side note: By heavy melee weapons, I don't mean two handed. This would limit their use of shields and could raise potential problems. Two handed weapons are included, but that is NOT the limitation I have in mind.) The Commander would be the class to raise morale among their companions through various means. (if anyone could help flesh this idea out, I'd greatly appreciate it. I was thinking something along the lines of battle standards or shouts, but I'm not sure that would work out entirely.) Ranger Tech Trees (Ranger = gun/technology user): Sharpshooter (small projectile guns), Merc (large guns), Mechanic (drones/support, reference to LongChan's thread, see http://community.playstarbound.com/index.php?threads/drones-and-little-mechas.3022/page-3#post-66138) The Sharpshooter would be proficient in using smaller weapons, such as handguns and revolvers to their advantage. Similar to the Swashbuckler, they would have an advantage in dual-wielding weapons they know how to use and would attack at a much quicker rate than their heavy-counterpart. Smaller ranged weapons would have smaller clips, limiting the amount of damage they could do within a period of time. The Merc would be proficient in using larger-scale guns, such as assault rifles, rocket launchers, shotguns, and possibly even flamethrowers. This class would focus on being able to deal a steady amount of damage at a constant rate, or a significant amount of damage all at once. The Mechanic would be proficient in building and using drones to their advantage. These drones would be able to attack by themselves or manually, depending on how they would be built. They could be capable of raising barriers to protect their master or allies and providing other supportive advantages. Magician Tech Trees (Magician = futuristic technology/alien technology): Scientist (laser weapons), Operator (gauntlets), Alchemist (support) The Scientist would learn the in and outs of alien technology. They would know how any type of weapon using lasers would work. Like most laser weapons, they would provide a smaller amount of damage constantly, or increase damage output/intensity the longer the weapon was shot. The Operator would use bulky mechanic gauntlets, put together with the proper care to evoke the elements contained inside. These gauntlets would be composed of various ingredients that, when combined, could unleash devastating effects upon the enemy. The Alchemist would have mastered the ability to combine ingredients properly to imbue the consumer with positive effects. They would know the properties of plants, among other items, that could heal a person, give them various buffs, and other things. They would also be capable of using weapons that allowed them to administer these concoctions to their teammates from a distance, not endangering themselves while still being supportive. Other Tech Trees: Shields, Vehicles, Consumables/Tools The Shields tech tree would increase the efficiency of shields. The Vehicles tech tree would increase the efficiency of vehicles, such as movement speed or jump height. The Consumables/Tools tech tree would increase the healing/buff capabilities of consumables, and the power/speed of various tools. I haven't come up with a proper name for someone who uses laser weapons. I'm putting Scientist in its place for the time being. Tech Points: Any person would be capable of using any tech tree they so wished, even combining various tech trees from different divisions. This would all be done at a terminal in your space station, providing you the ability to change loadouts before entering a planet. Completing missions and side quests could reward you with tech tree points that would allow you to progress throughout any tree you so wished. Tech points would be able to be reset for a specific cost, that increased in increments the more you chose to reset them. I would also like to suggest some way to take multiple tech trees from different divisions into the field at once. That way, it limits you from being able to specialize in everything at the start of the game and be some omnipotent god of weaponry, but at a later point in time, allows people to spread their specialization to a degree. Perhaps these upgrades are unlocked as you progress through the main story, instead of introducing a leveling system. So, I wouldn't mind discussing anything in this post. Feel free to ask anything you want clarified or make suggestions you see fit.
I do like the idea of being able to mix classes in any way that I see fit. However, I would not like to see a leveling system introduced because I feel that this is not some typical RPG. At best, the leveling system may be described as a hybrid between researched weapons and quality of the factory you are using. There are also a lot of little ideas in here which form a very impeding wall of text, perhaps they could be separated (in one way or another)so that the ideas are a little easier to digest.
I made headings for each particular area, hopefully it's a bit better. I also marked out the leveling system and replaced it with a something less RPG like, but something that will still limit one from being able to use all weapons proficiently at the beginning of the game.
I think proficiencies should be there one way or another, as I see it, this is more of a proficiency system than a class system... And I see it as something that could be chosen in character creation, but the idea is just great, even more, you explained tech trees, which remain a mystery up to now and I think this could help the devs on deciding how to do the whole thing a LOT, so, two thumbs up.
That might be a better name for it instead of class system, since it doesn't really create classes. I don't think most people would like to see it as an option to choose a specific role during creation and stick to it, since most people seem hellbent on being able to use whatever weapons they want, which to some degree is fair. It's a sandbox game, so there shouldn't be many restrictions, but proficiencies work nicely to accommodate both types of players.
I agree with you, I don't think that people would like to see it as roles in character creation, but perhaps, getting to choose in which type of weapons your character is proficient would be a different thing though, right as you described the whole thing, I can see it being implemented into the game almost directly, so... a great idea! Would you be able to change proficiencies later, byyyy spending a lot of resources, for example?
I would have to say this would be a double edge sword though the RPG feel would be ok I wouldn't want this game suddenly start feeling like the HOLY MMO TRINITY taking over (tank, damage dealer, healer/support) pretty much thats what made me quit WOW
As I see it, it should take a large amount of pixels(the in-game currency). It would be a hassle to create another resource that only has the use of resetting your proficiencies. The only other suggestion I really have for it would be that you would have to do a specific side quest assigned to you, with a difficulty level slightly higher than one you could handle alone, forcing you to either: a) wait until you upgrade your gear further, or b) have to tough out with the things you have. This would make it take either time or effort in order to complete the quest, granting you a free reset. It would probably be best to have it a randomized quest, not something specific, just like the side quests that have been mentioned. An NPC will assign you to do X thing on X planet of X difficulty. I wouldn't mind seeing either system for resetting come into play. The quest option would enable one to feel like it's a reward, not just an option that you have at any moment in time. This is the only problem I potentially see with the pixels option. After you reach a certain amount of pixels, you could buy a nearly endless number of resets, which would be lame. Well, it wouldn't stop one from using "potions" to heal yourself and still be able to do damage and such. It would just enable one to be BETTER at using specific things that they invested points into. I don't think making one person whose specific role is to block damage is an option, because it wouldn't work well with this genre of game. This system allows anyone to do what they want, really, and be better at it than people who don't specialize in that option. It creates an RPG feel, without forcing it on the player at the start of the game, or at all for that matter.
I like this idea it feels very mutch like the way Spore Galatic Adventures feels like with being able to mix and match stuff (i already get some spore vibes from this game)
Don't worry, I don't think that someone wants to see mmorpgish stuff in Starbound, I'm sorry, but for me, MMOs are just crap made to drain people's cash
That's what this system prevents, yet still yielding the ability to better yourself in a weapon type you prefer. Nothing is set in stone with what I've described.
I still need help with ideas for the Commander, if anyone would be willing to help discuss some with me!
I know that this may sound a little stupid, but... What if the commander could use the help of... "tunes" in order to raise the morale and perhaps attack power, etc. of those around him? You know, kind of a space bard... Buffs in the form of music... Macross much?
Haha, this is on the edges of what I was thinking with warcries, but it wouldn't work unless they added a skill system, sort of. Personally, it would be dumb if they added a "warcry/play song" item. Just doesn't seem right to me.
Then I guess the commander needs a different twist... What about the commander being able to handle heavy machinery... VERY heavy machinery and use a transceiver to call for an orbital strike... He could also call for support fire in the form of chaff grenades... and so on. This class is not easy to define without having it fall under the rest of categories...
Yeah, that's a game set that every MMO have to take care against... And about the idea: Very good suggestion, and i really would like to see it at the game! Just a few worries of mine: -> The Uber Technique: please, let's not have some techs in each set that make all the others useless :/ If it exists, the point of having all the others becomes none and it also allow very easiily to have characters that, with a mixture of items, DNA, pets and sets completely excel in everything... Solution: each skill in the tech tree is different of the other, not stronger or weaker, just different. Seen successfully in Guild Wars: you have a limit of 8 Skills to put in your character, and each Skill have differences in damage, speed, effects... so, as more skills you get, more varied can be your strategies, but not stronger. -> Well defined differences/limitations: about the "excel set" mentioned above, make each Tech Tree have different abilites and themes, so even in case of someone getting various abilities of different fields, he can't be the best in all of them. No problems about specialists and jack-of-all-trades, of course. A Commander in games usually is one of the best characters but in reality, his duty is to command his subordinates and take care of them, ensuring that the mission is done with the minimum of casualities. So, a Commander could be a: Strategist -> Tree revolves about good planning, in any circunstance. So, he's better at getting information about enemies and the environment, and giving signals to his troops about places to be and enemies to hit better, with some effect. Such signals can't be normally been seenby the enemy, unless he can hack the strategist comm equipment. Leader -> The Strategist acts according to the circunstances, the Leader acts according to his subordinates. If they are tired, his words give them energy; if they are slowed, he hastes them and if the battle is grim, they become better. The Leader uses various buffs to his allies(not to himself), that depend of how the ally is, and what will happen to him.
Or, with this in place, I can use something with more proficiency instead of being able to be the God-of-all things. That's beyond moronic. This system is completely optional. If you want to sit here and carry 200 weapons and 200 sets of armor, be my guest. No need to walk in and throw out a completely incompetent remark about the post when you CLEARLY didn't read it.