#Could SS handle new Classes?

1 messages · Page 1 of 1 (latest)

patent grove
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.As the title suggests, before considering balance, would the game be capable of handling the introduction of classes outside the initial eight?

If we factor in balance, the class I have in mind would follow the current guidelines:

An explicit ship type for the Zen skill, chosen from one of the existing four (or six if we include industrial freighters and the Organic ship class)
A combat focus based on one of the original four categories (recon, combat, support, fleet)
A new concept and theme that either builds upon existing elements in the game or introduces something entirely different.

For example, consider a Puppeteer class:

  • A recon class specializing in light fighters
    The concept would be that your piloting skill is locked to two tech levels below your current piloting level, but you would gain an equivalent RC level increase.
  • You would be limited to deploying only one combat bot at a time while in this class (with an advanced skill possibly allowing for two).
  • The deployed bot would receive a significant boost in combat stats and skills, making it comparable to other classes.
  • Your piloted ship would have little to no combat potential, with all the power being transferred to the deployed bot.
  • The player’s survival would hinge on keeping the bot alive through class-specific super items and a pain-split mechanic between the bot and the weaker player.
    Other balance considerations could be made, but this is just a brief draft of what a new player class could look like.

To return to my original question: could the game handle the introduction of such a class if it were implemented correctly?

mint wind
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Would love more bot class variation

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Would strongly doubt them ever adding more classes tho

honest orbit
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We are working on a sort of adavanced advanced skill concept that flips a part of a class on its head. Various concepts include bot-like changes.

Id love to add additional classes down the road into the game but they take a ton of research and development. I wouldn't say never though.

outer heart
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Pretty much what Jecht said. Some ideas have been tossed around in the past, but it's the kinda thing we need four solid ideas for, which have merit on their own to be embodies as their own class, and then, yeah, there is a significant amount of work involved in developing content for them.

formal citrus
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The foundational 8 are perfectly fine. Imo, subclassing is the better way to go with the current system we have.

mint wind
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I would agree that Subclassing would suit the curent game better for making more classes but it would also risk aproaching the point where classes start to invade on eatchoters teritories a bit

formal citrus
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Requires dev support in niche areas. For example, I always advocated for a Submarine Gunner build that launches Nukes.

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I think that'd be really unique. Doesn't intrude on other classes, stays within Gunner Niche

fiery cove
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I always thought it would be interesting to allow people to stay as the base 4 focuses and let those do something. Like a generalist that isn't better than their two classes.

halcyon wraith
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A mothership would be pretty cool. Maybe a fleet commander specialty.

It could be similar to the titan class ships in eve. Players dock in the user controlled mother ship. Has towing functions that require disposable commods, limited defense capabilities, but basically a flying fortress that requires group play.

Or if codeable think Halo Warthog where you got a driver and 3 people manning the weapons/defense systems or something.

Whatever pushes unique group play which breaks the game and requires a rebalance.