Subclasses
Posted: Sat Feb 08, 2014 6:10 pm
I'm not sure if this idea belongs in the ToME 4 or T-Engine 4 Ideas threads. It would be a rather substantial change to both the game engine and the game itself (though probably less severe for the engine) and I think it's implementation would probably not come until after the new campaign is released, if it is developed at all.
The basic idea is simple: replace the Generic talent mechanism with Subclasses, where each character chooses a subclass from a (possibly only slightly) limited list on character creation. It could be made such that characters could change subclasses at a later date (Fortress, Last Hope, etc) as well, but that may not be worth it, and would involve some complex design decisions. The current generic points that a character gains on most levels up would become Subclass points, be spent the same way, etc. It's just that not all Berserkers would have the same set of talent trees. Additional talent trees gained through game mechanics, such as Anti-Magic or any of those gained through escorts, would be added to your subclass list.
So, for example, a Berserker could take the subclass Armorer, which would grant him the Conditioning tree, a tree with Thick Skin and Weapons Mastery in it, and maybe one or two other appropriate tank/warrior trees. Or, he could take Tracker and get Mobility, Field Control, and Survival. Or, he could take Spellweaver and get Divination, Aegis, and Conveyance, and a mana bar, and maybe a talent to boost mana regen ala the Arcanum class pack addon. Or a Corruptor could take the Chants and Hymns of the Celestial classes. All gained at the normal 1.2-1.3 mastery level.
Certain talents like Armor Training may be moved to a universally accessible talent tree, as it's something anyone can benefit from at least one point in (and currently is available to anyone for a mere pittance of gold in Last Hope). Each subclass would use at most two resources, for the paired resources of Positive and Negative energy, or Psi and Feedback, so you wouldn't see the massive stacking of resource bars you can get with Adventurers. It may not end up as simple as taking each class's generic set and making it a subclass, but I would think that talent tree repetition between subclasses would be acceptable.
Is this something worth pursuing? Any other ideas to improve it? It would add a lot of replay value, but would also make character creation a more complex choice.
The basic idea is simple: replace the Generic talent mechanism with Subclasses, where each character chooses a subclass from a (possibly only slightly) limited list on character creation. It could be made such that characters could change subclasses at a later date (Fortress, Last Hope, etc) as well, but that may not be worth it, and would involve some complex design decisions. The current generic points that a character gains on most levels up would become Subclass points, be spent the same way, etc. It's just that not all Berserkers would have the same set of talent trees. Additional talent trees gained through game mechanics, such as Anti-Magic or any of those gained through escorts, would be added to your subclass list.
So, for example, a Berserker could take the subclass Armorer, which would grant him the Conditioning tree, a tree with Thick Skin and Weapons Mastery in it, and maybe one or two other appropriate tank/warrior trees. Or, he could take Tracker and get Mobility, Field Control, and Survival. Or, he could take Spellweaver and get Divination, Aegis, and Conveyance, and a mana bar, and maybe a talent to boost mana regen ala the Arcanum class pack addon. Or a Corruptor could take the Chants and Hymns of the Celestial classes. All gained at the normal 1.2-1.3 mastery level.
Certain talents like Armor Training may be moved to a universally accessible talent tree, as it's something anyone can benefit from at least one point in (and currently is available to anyone for a mere pittance of gold in Last Hope). Each subclass would use at most two resources, for the paired resources of Positive and Negative energy, or Psi and Feedback, so you wouldn't see the massive stacking of resource bars you can get with Adventurers. It may not end up as simple as taking each class's generic set and making it a subclass, but I would think that talent tree repetition between subclasses would be acceptable.
Is this something worth pursuing? Any other ideas to improve it? It would add a lot of replay value, but would also make character creation a more complex choice.