.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?