Classes for players

Any suggestions or ideas regarding cruiser command
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Siretu
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Re: Classes for players

Post by Siretu »

Warsign wrote:Adding classes at this point is just making the game needlessly complex with ANOTHER thing that needs to be balanced. The attention of the game should be, and always has been in my opinion, the actual battlecruiser.


Everything you said is very sensible, and I appreciate your opinion. I just wanted to highlight the part above because it's important. There's a huge amount of suggestions and most of them are great. However there's a limit to how much stuff we can add before it gets impossibly complex for a new player.

Also, don't get discouraged by the small amount of content additions. I am going to try to focus on making the game experience more stable as a first priority. Content comes afterwards.
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Re: Classes for players

Post by Capricis »

RAISE DEAD!

Is this still being considered? How do people feel about this now?
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Re: Classes for players

Post by DumbMarine »

My personal opinion, classes need to be done in a way that doesn't pidgeonhole players into a role for the entire game. So like, classes like "Miner" wouldn't work, because you'd get stuck doing a miner all game. This is great if that's all you want to do in a game, but if you want to do mining and weapons, well too bad our "gunner" class is doing weapons, get back to mining, miner.

You also don't want something with an optimal class mix predefined, because that gets both stale and no longer is adding to the gameplay. For instance, having 3 "miner" classes is optimal, because you start with 3 miners. Having 4 is too many. Having 2 "gunners" is not optimal, because there's only one weapon console. And a team of 6 "refiners" is certainly doing something wrong.

With these two things in mind, there just hasn't been a good example of how to implement classes in Cruiser Command.
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Re: Classes for players

Post by Corinthian »

Marine, I agree with the two points you made.

I would really like Speciallty Classes, with associated Skins, that are not based on Reputation.

Here are a few rough ideas. I will try refine the suggestions in the future, but I need to know if Refreshes and Costs can be reduced for a single player.

_____________________________________________________________________________________________________________

Helmsman: Speed of any ship piloted is increased by 10%. (BattleCruiser and Small Ships)

Munition Expert: Reduce cost of all Missiles & Yamato by 5 Pyromantite.

Mid-Shipman: Marine Movement increased by 30%.

Deck-Chief: Reduce the cost of all ships by 20 Veldite & 20 Chalcorium. Reduce small ship shield cost by 15 Chalcorium.

Engineer: No disconnection from Consoles due to Power Surges. Reduce cool-down on Core Output changes by 50%.

Scientist: Reduce cost of Upgrades on the Upgrade Console, by 5 Veldite.

Technician: Reduce the cool-down of Energy Transfers by 5 Seconds. Reduce Purge cost by 5 Kermiculite.

Machinist: Reduce cool-down of Repair Station creation by 50%. Activated Repair Stations heal 20% faster.

Security Officer: Marine Health increased by 50%. Reduce cool-down of Revive Kit creation by 80%. Reduce cost of Marine Armor by 5 Chalcorium.

Weaponry Expert: Increase Rate-of-Fire by 10%. (Broadsides, Weapon Console, & Small Ship)

Researcher: Reduce the time requirement of Upgrades by 3 Seconds.

_____________________________________________________________________________________________________________

Ignore:

Analyst: Reduce energy activation requirements by ~20% on Miner Boost, Enhanced Mining Beam, Nullifier Field, & Shield Boost.

Armorer: Reduce cost of Mines, Nullifiers, Distress Beacons & Marine Weapons by 5 Pyromantite.

Navigator: Reduce ping cool-down by 50%. (Navigator Ping & Wraith Ping)

Hacker:

Salvager:
Last edited by Corinthian on Sun Apr 21, 2013 8:42 pm, edited 45 times in total.
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Siretu
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Re: Classes for players

Post by Siretu »

Yes, it's possible to modify cooldowns, casting times and costs differently for different players.
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Re: Classes for players

Post by Tempest »

does each character pick their class at start? or are different models associated with different effects. I do love this idea.
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Re: Classes for players

Post by Tempest »

navigator = better than firing speed on munitions. Id take that over shooting speed anyday on my wraith. should reduce the % to 10% or less however due to it being massively more useful than any of the other combat - survival specs. also the vision granted would need to be somehow exclusive to the player seeing it, other players vision should remain the same otherwise it will imba an entire team.


How would engineer work? when hes present on the power console the effect takes place?

I also propose that when Salvaging becomes enabled a class has a higher refund rate.
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Re: Classes for players

Post by Karl913 »

When l think of classes... l think of a game called Bunker Wars, which you can unlock different perks *Classes* through a karma system. You gain karma by killing things, and each perk costs 50 karma. What about classes costing a certain amount of some sort of point system, working kind of like reputation, gaining 1 for a loss, 2 for a win, and have alternate methods of getting it such as achievements of... "Kill another player " or "Avoid death with 10% or less hull left" or bigger ones like "Successfully hack a console" when boarding comes out, or "Hit the enemy BC 5 times with a Yamato in a single game", etc.
l'm thinking they should cost 10 of this new point system to unlock a class. l'm also thinking of Kobold Tribes where it is possible to be everything at once, even though it is recommended to work as a team, each person doing his/her one specialty. Hopefully someone will find what l'm trying to say here. :P
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Re: Classes for players

Post by Tempest »

Corinthian wrote:Marine, I agree with the two points you made.

I would really like Speciallty Classes, with associated Skins, that are not based on Reputation.

Here are a few rough ideas. I will try refine the suggestions in the future, but I need to know if Refreshes and Costs can be reduced for a single player.

Navigator: Vision Range of any ship piloted is increased by 20%

Pilot: Movement Speed of any ship piloted is increased by 5%

Engineer: Power Surges do not cause disconnections from consoles

Munitions Expert: Refreshes on Weapons fired are reduced by 5%

Scientist: Upgrades Cost Reduced by 5y & 3 Seconds

_____________________________________________________________________________________________________________

Analyst

Pilot
Navigator
Munition Expert
Mid-Shipman

Scientist
Inventor
Hacker


Security Officer
Weaponry Expert

Engineer


Reduce cool-down of Repair Stations creation by 50%.
Reduce cool-down of Revive Kit creation by 50%.
Reduced Ping Cool-down by 50%.

Reduce cost of all Upgrades by 5 Yellow.
Reduce cost of all Missiles & Yamato by 5 Red.
Reduce cost of all Upgrades and items on the Construction Console by 5 Blue.


No disconnection from Console due to Power Surges.
Speed of any ship piloted is increased by 10%.
Acceleration delay reduced by 75%.
Reduce the time requirement of Upgrades by 6 Seconds.

Marine Movement increased by 30%.

Increase Rate-of-Fire by 10%.


Mid-Shipman: Marine Movement increased by 30%
Technician
Helmsman
Captain
Load master
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Re: Classes for players

Post by zakhennahr »

I would like to mention some arguments for and against classes.

For:

- You play a lot, you should be able to unlock different (note: not better in every way, just different) classes to try and use.
- It would make you feel like the master of your domain, where the <player of class X> is generally working on their area of bonus.
- There would be so many different strategies due to combinations of classes, such as two pilots double-teaming straggling miners to two mid-shipmen double-timing it on the ship to make sure you hit the enemy's core away, 2% at a time every second.

Against:

- You gain your own experience in this game. For example, Beto is really good on the miner, WhyteDragon is really good on upgrades, communication, and main BC, and Wildcat is very good at leading. They already have unlocked their own classes, to be honest, and no one else can really take them without practice, learning and skill.
- People would start searching for the best strategy based on selectable classes in addition to player skill and knowledge, making the latter feel a bit less useful.

Personally? I am against classes which make a visible difference in-game. I do not need a class to tell me what I am best at, and I also do not look forward to the new players who inevitably choose the most-fun sounding of them all (pilot is my guess) and then argue about why they should get the wraith or corvette when we really need that third miner out there.

I would like to make a counter-suggestion to classes: Prestige titles. All-kill a team of miners using the wraith? You can now use the title 'Ace' in game if you want, selectable during the initial two minute period. Personally mine 50 kerm before kerm spawns? You can now use the title 'Drillmaster' in game if you want, and so on. This would serve two purposes: You can declare your class at the beginning of the game through this, making it easier for people to both remember and figure out who asked for what, and you can also show that you are at least decent at what you want to do. While this would also be something some might try to farm, I think it would be on the same level as people trying to farm rep: Fairly non-existent.
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