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Class mechanics concept

redhound13redhound13 tallahassee, FLPosts: 3Member

I have no formal training or education in the field, so my background is from just simply gaming and things I saw games lacking in or wanted to see implemented within the games.

This is a class building system with emphasis to keep a personality and identity within each class, as well as unlocking new classes based on what you have unlocked or chosen to play like.I didn't wan't a roundhouse or wide spectrum, because I was always turned off by the ability or complexity within hardcore DnD games, or even like the elder scrolls series where I never really felt like I had a certain roll unless I had certain skills. Though with these they all had their cookie cutter templates. 

Thus far, I present 5 starting vocations which you would pick 1 at whatever character creation system

 

Warrior

Combat based classes

Scout

 

Stealth and manipulation based classes

Sorcerer/Sorceress

 

"Unnatural" magics - summoning, arcane, time, black magic

Elemental

 

"Natural magics" fire, wind, water, ice, earth, air, electric

 

Priest

Goody-goodies.  Holy magic and smiting evil stuff.

 

I'll be focusing on the warrior tree's and sub-classes, due to its my most finished work

Within the warrior tree, you begin with 2 seprate sub classes or vocations to start with

 

Knight (fighter, solider)

Emphasis on defense, shouts (buffing, debuff, crowd control etc) and general combat skills

 

Barbarian (viking, raider, berserker)

Emphasis on 2h weaponry, bloodlust (rage resource), and general combat skills

 

The player would, in theory, be able to go back and fourth between these 2 classes depending on what gameplay they would like, and upon hitting the level cap, or "mastery" of the class, would unlock new classes when they meet the requirements

Mastering both Knight and Barbarian class would unlock

Centurion (champion, vanguard, etc)

Emphasis on all the tree's within knight and barbarian

The mastery or "hybrid" classes are not necessarily better than their predecessors, as a player would not be forced to re-level and play, though it presents the player with playing as a class that is more utilitarian. They have limitations so you cannot have access to every single ability in game, just the one's which identify the class and its skills as well as gear.

 

I also wanted to talk about hybrid classes as I mentioned before. These would be classes unlocked by crossing over or mastering classes within different starting classes. I haven't come up with a system for leveling, or exactly what requirements are needed in order to unlock new classes. Here are some to mention

Paladin

Warrior based+ Priest based

 

Deathknight 

Warrior based + Witch/Warlcok (Sorcerer/Sorceress class)

 

Spellblade (archknight, mystic knight, mage knight, too many to list)

Elemental or unnatural + Warrior based

 

 

So far I have over 50 classes to choose from, each with related but different combinations of tree's. 

 

Secondly, I wanted to introduce some new mechanics for classes. I mentioned time magic somewhere above, and though perhaps this as a healing class, or control class. Using abilites like slow, haste, stop, and so on. But healing was an interesting one, as the player could reverse damage taken on a target or themselves with a certain spell or skill, thus making them a viable healing class.

And lastly, perhaps introduce new class "titles" for meeting requirements or mastery of certain classes. Such as leveling up a elemental with all fire, you would unlock "pyromancer", or its equivalent in other trees. Just food for thought.

 

The questions which I would like answered most of all are:

Does this actually seem interesting? Explain.

Does it seem too complicated? Explain.

Hybrid classes, such as a paladin, would I incorporate both mana and rage resources or devise a completely new mechanic for each tree to consume something? Explain.

What resources would you think associate with each class the best? Would a Knight use rage or stamina system? 

What classes would you like to see? Examples being Necromancer (summoning+dark magic) Assassin, Hunter, Ranger, Chronomancer (time)? Provide tree's and potential abilites. If I have mentioned it before, just add on!

Do you like the idea that upon reaching max level or meeting a certain requirement, unlocking a new class name that signifies your spec? (Pyromancer, Pyroknight)

<3

Comments

  • ghstwolfghstwolf hampstead, NHPosts: 386Member
    Originally posted by redhound13

    Does this actually seem interesting? Explain. Not really, at this point it seems like a fairly standard multiclass setup, albeit with a strong focus on unlocking advanced classes. Does it seem too complicated? Explain. ditto the above Hybrid classes, such as a paladin, would I incorporate both mana and rage resources or devise a completely new mechanic for each tree to consume something? Explain. Personally, I'd use rather "universal" pools- like energy (physical) and mana (magical) with use and generation/regeneration rulesets being class dependent. What resources would you think associate with each class the best? Would a Knight use rage or stamina system?  see above Do you like the idea that upon reaching max level or meeting a certain requirement, unlocking a new class name that signifies your spec? (Pyromancer, Pyroknight) <3

    That last one really depends on the game itself.  Do I really want to advertise my strengths and vulnerabilities?  Such a label could be TMI in a PvP setting, and also just more fodder for elitist pricks (said with love as I'm a bit of one myself).

     

  • ledgerhsledgerhs HelsinkiPosts: 7Member

    You should design the core of the classes with more presice vocabulary. In example, the traditional holy trinity(tank, dps, heal) can actually be an expression of a deeper trinity (pressure, control, burst) where the classes are just packages and hows(ranged or melee, ramp-up or flat) of these values.

    In example, a tank is a control class which's niche is to reduce pressure when being targeted (by mitigating incoming damage). The "threat" is the amount of control this class excerts on the enemy when active. A dps could either be burst or pressure (Examples: Affliction or Destruction in WoW). A heal could either be burst or pressure (examples: Priest and Druid in WoW).

    With this kind of base design it's easier to think of what the class actually needs, instead of focusing on the cosmetics and naming. And it's easier to see if a class is too good or too weak at it's intended role.

    Multiclassing is a hard beast to tackle right. You are essentially offering a system to players where they can opt out of the classes weaknesses, which is never easy to balance. And even if you manage to keep it balanced, the unique feel of a class is often lost, and you create a design which doesn't promote grouping (through class interdepency).

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