Forums » Suggestions
Professions
Professions: http://www.holtgraphicarts.com/images_webjh/professions.jpg
This would add a signifigant amount of work to do but I think it would be worth it as it would enrich the game and give more options for different play styles other then just the pvp. Not that this will in any way inhibit what we already have as far as pvp and player intereaction. It just adds paths that you take on your jouney though your licenses, and give more "titles" as to what people are and do.
So as my chart hopefully shows, at level 0-5 you have the option to choose between being a combat pilot, trader, or miner. When you reach your 6th level you get to choose again between another set of options, lets say you choose Combat Pilot (as most of you like the pvp). At 6, you have a choice between Light Assault or heavy assault (this is just a brainstorm, none is concrete, and I would like input). Say you choose light assault. You then gain access to more light assault ship varients and weapons that could be equiped to those ships. As you progress as a light assault ship pilot you again come to a crossroad. Do you choose Defender or Seeker, these will again open up more ships and weapons.Same goes for Traders and Miners, with appropriate ships and equipment.
As for how to make money and building faction, there would be missions for combat pilots to do that payed well and built faction. Traders would build faction and money through trade, and miners would build faction and money through there mining and selling. All would still have access to certain types of weapons, appropriate for there profession.
Why do it this way? This is just an idea because the current system to me doesn't feel right, we're all just thrown out into the universe in a bus and we take on the role of a super pilot, capable of mining, fighting, trading. While this works, I think making things more specific would make people more useful in a group dynamic. Every other RPG (as this is classified as per marketing/advertising) has classed based systems, and there missions are designed so that you need to have different classes to be able to do certain things. With the current system there is no need to ever group up with anyone, until they add more high end content for raiding (ex: Cap Ship border skirmishes, etc.), your capable of doing everything by your self.
This would add a signifigant amount of work to do but I think it would be worth it as it would enrich the game and give more options for different play styles other then just the pvp. Not that this will in any way inhibit what we already have as far as pvp and player intereaction. It just adds paths that you take on your jouney though your licenses, and give more "titles" as to what people are and do.
So as my chart hopefully shows, at level 0-5 you have the option to choose between being a combat pilot, trader, or miner. When you reach your 6th level you get to choose again between another set of options, lets say you choose Combat Pilot (as most of you like the pvp). At 6, you have a choice between Light Assault or heavy assault (this is just a brainstorm, none is concrete, and I would like input). Say you choose light assault. You then gain access to more light assault ship varients and weapons that could be equiped to those ships. As you progress as a light assault ship pilot you again come to a crossroad. Do you choose Defender or Seeker, these will again open up more ships and weapons.Same goes for Traders and Miners, with appropriate ships and equipment.
As for how to make money and building faction, there would be missions for combat pilots to do that payed well and built faction. Traders would build faction and money through trade, and miners would build faction and money through there mining and selling. All would still have access to certain types of weapons, appropriate for there profession.
Why do it this way? This is just an idea because the current system to me doesn't feel right, we're all just thrown out into the universe in a bus and we take on the role of a super pilot, capable of mining, fighting, trading. While this works, I think making things more specific would make people more useful in a group dynamic. Every other RPG (as this is classified as per marketing/advertising) has classed based systems, and there missions are designed so that you need to have different classes to be able to do certain things. With the current system there is no need to ever group up with anyone, until they add more high end content for raiding (ex: Cap Ship border skirmishes, etc.), your capable of doing everything by your self.
I think that it has been mentioned before but that you do a good job of outlining why its a good idea.
I'm not sold on your implementation, because its kinda old fashioned to not let players multi-class and acquire cross class skills, but then again it seems to work for certain MMORPG's I could name.
I'm not sold on your implementation, because its kinda old fashioned to not let players multi-class and acquire cross class skills, but then again it seems to work for certain MMORPG's I could name.
I agree, I love being able to multi-class, but maybe at a slightly less capable level. Most people pick a profession in life and then learn other skils that help them but not to the level of a "professional". Any suggestions as to how to implement better are welcome!!
well to simplify the implementation of that. You would stick somewhat with this system that is in place at least as far as I have seen it. You level each aspect of your charter so if you want to combat destroy bots and you have to spend most of your time doing it to allow you to use very high end ships for combat along with weapons. If you want to mine ore then you would go that path spend a long time doing it which would allow you to buy larger ships and mine with better lasers and more effectivly. Same with trading ect. This allows a user to do whatever they want or become a all around person if they want to take a very long time doing some of each. This is a standard system that works and works well if its implemented like that. You get points for what you do. And if you do one item long enough it will allow you to do it better and progress in that career.
perhaps the xp needed for your primary is x1 and your secondary profession is x1.5 and your third x1.75, this would make it more difficult to become the uber space pilot that we all are now, and are only able to get the top of the line of your primary.
Why classify what you are at all? You should be able to make progress anywhere you want. It should just take you time to do so.So you can't become ubber miner and combat at the same time. It would take you months to become very high combat then take you months to become very high miner. I don't find it fair to limit somone in a game where there should be no limits to what you can and can't do. It should be do what you want but you have to strictly do it for a while to make progress.
I would rather it be multi-class, because I'd want to be an explorer who uses a capship as a mobile explorations platform.
@Mavrick
you would think so, but there are always ways around the time sinks for xp. I've seen in empty sectors, three to four pilots sitting around taking turns killing a "practice bot" which was a player, so that they could get quick combat pilot xp. This to me is cheating, but I guess it's sanctioned cause I've seen it more then once. By increasing the xp for secondary professions, it does make it harder to level but your still able to do everything, but a miner who thinks himself to be a combat pilot might not have the resouces to get a neutIII, while a combat pilot that thinks himself a miner may not have the resources to get a top of the line mining beam. I'm not suggesting that your completely locked into a single archetype, just that you choose one as a primary.
you would think so, but there are always ways around the time sinks for xp. I've seen in empty sectors, three to four pilots sitting around taking turns killing a "practice bot" which was a player, so that they could get quick combat pilot xp. This to me is cheating, but I guess it's sanctioned cause I've seen it more then once. By increasing the xp for secondary professions, it does make it harder to level but your still able to do everything, but a miner who thinks himself to be a combat pilot might not have the resouces to get a neutIII, while a combat pilot that thinks himself a miner may not have the resources to get a top of the line mining beam. I'm not suggesting that your completely locked into a single archetype, just that you choose one as a primary.
@Calkan
Who's to say that at level 10 there are not large freigter sized ships comperable to cap ships but with different specs for you to explore in. Like the ship in Alien vs. the marine ship in Aliens, differnt but about the same size.
Who's to say that at level 10 there are not large freigter sized ships comperable to cap ships but with different specs for you to explore in. Like the ship in Alien vs. the marine ship in Aliens, differnt but about the same size.
The only other mmo that I can think of that I've see implement multi-classing is Horizons (I'm sure there are more), and the way they do it is that you choose 3 as your primaries. At any time you can go to a school and decide to join. You have to leave one of your primary school those, and they penalizes you a little xp for switching, but you don't loose all your advancement. But, your able to still use the skills that you learned while you were in that school to a point, Not all of the skills though.
Elderscrolls III, Morrowind, was also a nice "able to do anything" game. You joined guilds and they gave you missions, but at a certain point your factions between guilds got in the way of what you could join. But that was a lot of guilds to join and so you never really ran into that. You were able to use all your abilities and become a god in essence (but that was the storyline). I still think something like this, not exactly, is worth discussing more. The current lisence system seems tooo simple and does not lend its self to the group dynamic like I said originally, it's a solo style, pvp oriented system of stats.
Elderscrolls III, Morrowind, was also a nice "able to do anything" game. You joined guilds and they gave you missions, but at a certain point your factions between guilds got in the way of what you could join. But that was a lot of guilds to join and so you never really ran into that. You were able to use all your abilities and become a god in essence (but that was the storyline). I still think something like this, not exactly, is worth discussing more. The current lisence system seems tooo simple and does not lend its self to the group dynamic like I said originally, it's a solo style, pvp oriented system of stats.
The downfall of every system with skill tree lock-ins is that after a while a majority of players thinks, "Oh, I guess I really wanted to go down that other path." They're left with no option but to make a new character.
The only (pseudo) class system I've seen so far that works is the one in Guild Wars, where every level you have the ability to shuffle all your skills around.
The only (pseudo) class system I've seen so far that works is the one in Guild Wars, where every level you have the ability to shuffle all your skills around.
eve-online has complete multi-classing...and it works quite well to a point (its different in that you have to level time rather than bots, as its skill based rather than level based).
There is definately a balance to be found between jack-of-all trades and specialists, id like to see the general skills open and then have specialist skills as mission/event awards.
There is definately a balance to be found between jack-of-all trades and specialists, id like to see the general skills open and then have specialist skills as mission/event awards.
I far prefer our current, very limited, system to any type of classing system. This game is very open-ended, which is something pretty much no other MMORPG has. It makes us different, in a good way.
If VO were skill based then multi-classing would work beautifully, but it's license based and the alpha/betas love it so I don't see it changing =( As always Seniors rule and freshman are SoL. (no I'm not in highschool)
keep in mind that the skills we have now are very basic. Personally I would like to see the mining skill tree not open up until about trade 2 or so. in the future there most likely will be more specialized skills that are opened up by the choices a player makes in the game.
I wouldnt mind seeing some skill trees, and as for getting stuck, you could just add the option of forgoing any benefits/levels you gained at a particular skill tree to change to a differnent one.
IE, you can get the space alien vulture with the ninja death ray cuz your the super assault fighter, but say you wanna go to trader, you then lose everything you gained as a super assault fighter (regainable with a slight penalty by switching, could add a time delay between switches to avoid abuse also, say once a day) and go back to where you were when you made that choice.
IE, you can get the space alien vulture with the ninja death ray cuz your the super assault fighter, but say you wanna go to trader, you then lose everything you gained as a super assault fighter (regainable with a slight penalty by switching, could add a time delay between switches to avoid abuse also, say once a day) and go back to where you were when you made that choice.
Tramshed-
I think you just restated what I had mentioned earlier, but in different words, which is a good thing. Taking on a specialty can have it's benefits, like you said, you get the uber vehicle with the uber weapon(s), but when you switch professions you no longer would gain access to them, until such a time that you take up that profession again, but perhaps you need to re-earn your access to the top again with say a… special mission.
Professions, or something more complex should definitely be considered though, as it allows for more custom profession, then what is currently in game. Everyone gets there combat up, gets one the the three major ship varients and then ultimately starts to fight all the other people because there is nothing left to do in the game. Giving people more avenues to take gives more depth to the game and more longevity for those that have maxed out in a particular "profession" (ex: combat, trading, or mining/exploring). Simplicity is nice for programing but for a game, too simply is too easy and gets extremely repetative and boring, which it is starting to for me.
I think you just restated what I had mentioned earlier, but in different words, which is a good thing. Taking on a specialty can have it's benefits, like you said, you get the uber vehicle with the uber weapon(s), but when you switch professions you no longer would gain access to them, until such a time that you take up that profession again, but perhaps you need to re-earn your access to the top again with say a… special mission.
Professions, or something more complex should definitely be considered though, as it allows for more custom profession, then what is currently in game. Everyone gets there combat up, gets one the the three major ship varients and then ultimately starts to fight all the other people because there is nothing left to do in the game. Giving people more avenues to take gives more depth to the game and more longevity for those that have maxed out in a particular "profession" (ex: combat, trading, or mining/exploring). Simplicity is nice for programing but for a game, too simply is too easy and gets extremely repetative and boring, which it is starting to for me.