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Author Topic: Class System Concept - Community Discussion  (Read 8034 times)

MaiZure

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Class System Concept - Community Discussion
« on: May 10, 2011, 20:42 »

The rumor is that this will indeed make it in to 0.9.9.4 but there isn't much talk about what it's supposed to be. So I'm just going to pull this post out of thin air to generate discussion (AND motivation for Kornel). The only other thread I've seen on it is the list of build names created back in February, located here:
http://forum.chaosforge.org/index.php/topic,3970.msg32847.html#msg32847

Some assumptions going in to this are:
1) Classes won't affect actual gameplay, but will be an information layer on top of existing system
2) Not at classes are viable (which means painful RNG fun in trying anyway!)

Brief Description:
As noted in the post linked above, your trait selection determines your class. Gameplay proceeds are normal

Player files will track your ultimate Class AND difficulty level victories
For example: If you beat the game with Army of the Dead (MAD), your class will be Stormtrooper.
Difficult level determines degree:
ITYTD/HNTR MAD = Novice Stormtrooper
HMP MAD = Journeyman Stormtrooper
UV MAD = Master Stormtrooper
N! MAD = Elite Stormtrooper

This will add a new screen to the player files that will read like a list of 'discovered' class combos and the difficulty level you managed to win using that class. Right now we have ideas for 50 classes based on either Master Traits or two two advanced trait combos. Can you beat even ITYTD with ALL of them???

Pros of the system:
1) Enhances Standard game replayability
2) A new system of 'discovery' of classes, much like assemblies
3) Probably at least one new badge series

In a nutshell: I see this system can add great value, especially to replayability to Standard games. Obviously 'Challenge' games will dictate one or two dominant classes anyway.


Ideas for expansion:
*Somehow buffing a player in N! gameplay for achieving Master in a specific class and USING it in N! :P
*New Badge series for being a <Novice,Journeyman,Master,Elite> in 10,20,30,40,ALL classes


Please everyone throw in ideas to steer us in a good direction!
« Last Edit: May 10, 2011, 20:47 by MaiZure »
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thelaptop

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Re: Class System Concept - Community Discussion
« Reply #1 on: May 10, 2011, 20:52 »

Add in a badge series of "All Rounded DRL player".  Among the possible classes, award a badge when a minimum proportion of them have been discovered.  This will help encourage experimentation and will also indirectly help test DRL1 more since those crazy badge hunters are more willing to try the "weird" combinations to find out the edge case scenarios.

=P
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Brewtal Legend

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Re: Class System Concept - Community Discussion
« Reply #2 on: May 10, 2011, 21:51 »

The class of Storm trooper doesn't really seem like a good match thematically for army of the dead to me. Maybe something like Deadite Slayer? Or some army of the/evil dead reference?
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Re: Class System Concept - Community Discussion
« Reply #3 on: May 10, 2011, 22:44 »

The class of Storm trooper doesn't really seem like a good match thematically for army of the dead to me. Maybe something like Deadite Slayer? Or some army of the/evil dead reference?
The proper place is to suggest something new over here.  That's where all the build names come from anyway.

=)
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GrimmC

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Re: Class System Concept - Community Discussion
« Reply #4 on: May 12, 2011, 09:08 »

As long as it doesn't affect gameplay and remains an "information layer" as said I'm cool with it. One of the strengths of DoomRL imo is that, like Doom, it is entirely classless.

If it does indeed serve as a way to encourage people to try different character builds it would be pretty great actually.
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ParaSait

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Re: Class System Concept - Community Discussion
« Reply #5 on: May 12, 2011, 09:34 »

One of the strengths of DoomRL imo is that, like Doom, it is entirely classless.
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Gargulec

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Re: Class System Concept - Community Discussion
« Reply #6 on: May 12, 2011, 09:37 »

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Kornel Kisielewicz

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Re: Class System Concept - Community Discussion
« Reply #7 on: May 12, 2011, 09:40 »

As far as classes go, three are planned -- Marine, Scout and Technician
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Kornel Kisielewicz

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Re: Class System Concept - Community Discussion
« Reply #8 on: May 12, 2011, 10:46 »

As far as classes go, three are planned -- Marine, Scout and Technician
Got more hints on how this is currently envisioned so that folks can thrash it out here?
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Sambojin

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Re: Class System Concept - Community Discussion
« Reply #9 on: May 19, 2011, 18:25 »

Just as a guess, perhaps it's all to do with backpack space and movement speed?
Marine=standard DRL player. Scout=-3 backpack spaces but faster movement. Technician=+2 backpack spaces with slower movement.

Am I even a tiny bit close Kornel?
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Thomas

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Re: Class System Concept - Community Discussion
« Reply #10 on: May 19, 2011, 20:20 »

No, from what I've heard in chaosforge IRC it seems they could be way more different than that, up to having different trait trees.
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Tuomari Jim

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Re: Class System Concept - Community Discussion
« Reply #11 on: May 20, 2011, 01:06 »

No, from what I've heard in chaosforge IRC it seems they could be way more different than that, up to having different trait trees.

I'm seriously disliking this notion, but perhaps only because I like the system the way it is. Why complicate it?
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Thexare

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Re: Class System Concept - Community Discussion
« Reply #12 on: May 20, 2011, 02:08 »

Would that involve modifying the existing tree, or simply using this one as the base of the Marine class?
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Deathwind

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Re: Class System Concept - Community Discussion
« Reply #13 on: May 20, 2011, 14:39 »

I think a bit of division would be needed, doesn't whizkid sounds more like a skill for a technician?
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Re: Class System Concept - Community Discussion
« Reply #14 on: May 20, 2011, 17:05 »

Not necessarily - it's an advanced trait for a Marine. Maybe it would be a Basic trait for a technician, or they'd get a special version with added benefits.
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