Multi-Classing
Posted: Thu Feb 24, 2011 2:43 pm
Had a thought on how cool it would be to allow multi-class options for players in TOME 4.
From a design perspective, if you look at many, many examples, multi-classing is intended to provide utility to a player at the cost of power - typcially gained by specializing in a class and unlocking and mastering top tier talents / etc.
From an implementation standpoint I had a couple of fairly simple (at least in concept, I'm not the best developer in the world) ideas, if the coder gods want to try out multi-classing in TOME:
Access: You would need a trainer, located in town or wilderness to give you access to talent trees for the trainer's class
Cost - I propose a meaningful sacrifice, which can be tweaked later as needed. 5 talent points plus one talent category point to unlock the tree. Plus, the trainers would obviously have more material needs, so something like 100 gold to unlock and 25 per training session might work?
Option: You can only put points into a multi-class tree by training with your teacher
Option: Alternately, improving a multi-class talent costs 2 talent points of the appropriate type
Limitations Level 10 trees would not be available for unlocking as a secondary class. This would help keep the focus on sacrifice for utility as opposed to creating a single ungodly talent tree combo that will result in endless nerfing to compensate.
Idea: Since Cormac are flexible, maybe they get an opportunity to either have the category point at start OR unlocking a single talent tree from another class at the start of the game.
I've tried to think of the implementation above from a code standpoint where possible so it wouldn't be too tough to get in the game. There's already instances in the game where you get extra talent trees through purchase or quest, so really i just wanted to nail down the price for flexibility and see what you all thought.
From a design perspective, if you look at many, many examples, multi-classing is intended to provide utility to a player at the cost of power - typcially gained by specializing in a class and unlocking and mastering top tier talents / etc.
From an implementation standpoint I had a couple of fairly simple (at least in concept, I'm not the best developer in the world) ideas, if the coder gods want to try out multi-classing in TOME:
Access: You would need a trainer, located in town or wilderness to give you access to talent trees for the trainer's class
Cost - I propose a meaningful sacrifice, which can be tweaked later as needed. 5 talent points plus one talent category point to unlock the tree. Plus, the trainers would obviously have more material needs, so something like 100 gold to unlock and 25 per training session might work?
Option: You can only put points into a multi-class tree by training with your teacher
Option: Alternately, improving a multi-class talent costs 2 talent points of the appropriate type
Limitations Level 10 trees would not be available for unlocking as a secondary class. This would help keep the focus on sacrifice for utility as opposed to creating a single ungodly talent tree combo that will result in endless nerfing to compensate.
Idea: Since Cormac are flexible, maybe they get an opportunity to either have the category point at start OR unlocking a single talent tree from another class at the start of the game.
I've tried to think of the implementation above from a code standpoint where possible so it wouldn't be too tough to get in the game. There's already instances in the game where you get extra talent trees through purchase or quest, so really i just wanted to nail down the price for flexibility and see what you all thought.