Artificer Class (Mostly discussion/brainstorming)
Posted: Fri Sep 06, 2019 1:53 pm
Hello good people (or do we call ourselves minions now?). I've played a decent smattering of ToME and wanted to contribute somewhat to the game. I've got a background in programming and game design fortunately, but I thought I might make a post to see if I couldn't generate some helpful pointers for where to start/find out a little more about the grittier details of the background systems themselves to find a better place to start.
Since I'm not trying to learn about literally everything inside ToME, I wanted to focus on making a new class, which will hopefully channel both any discussion, and help focus energy in on developing it.
Basic premise for the class is taking the tinker system we currently have, and giving it a fleshed out and dedicated user for the physics and chemistry trees such that they're less gimmicks and more in line with main class abilities.
I had a few ideas of where to start, but honestly while it's a whole lot of work I thought simply giving them a class tree for each slot would be fairly appropriate. Personally I'm a huge fan of the throwing knives and Master Artificer trees and thought I might shamelessly borrow a smattering of those concepts to start from for a fair few of these.
I'm not sure how to handle schematics here though. Ideally I'd like to integrate with the existing tinker system such that it layers on top of one another and is a loadout that's more important than your gear in a lot of ways and affected how your talents work, but I really dislike the idea of a class that's that RNG heavy to even have access to some core build options potentially. My idea to counter that was either to A) simply give the same bonus schematic mechanic to their class talents and do a very soft limitation on RNG influences, or B) give access to the talents as normal, but have specific bonuses that are added on top of the class talents when you wear the appropriate tinker.
I also loved the idea of having some of the advanced talents be similar to how the tentacle tree and throwing knives trees work where they give you a specific weapon to use for their specific purposes, but I wanted to find a decent way of getting those to scale into later into the game without being able to access egos. Ex: grenade-launcher-esque tree that gives your shots a 1 turn delay and to be ground targetted before exploding, or a steamtech-shotgun that jettisoned all your ammo into one attack every time you shot it.
Unfortunately i am just absolutely TERRIBLE at the base game of ToME. I have a hell of a lot of fun playing it, but I am honestly just bad at the game as a whole. For those of you with that are more experienced, what do you see as the biggest problem with the tinkers(as in the attachments not the classes) that currently exist?
Any feedback you all have would be fantastic. I'm open to any and all ideas you guys may have or any concerns or reasons you think this idea might not be the best. I'm still generating ideas and things but I wanted to see if I couldn't get feedback from people with more experience or a better idea of things that'd make things better or more fun!
Thanks!
Since I'm not trying to learn about literally everything inside ToME, I wanted to focus on making a new class, which will hopefully channel both any discussion, and help focus energy in on developing it.
Basic premise for the class is taking the tinker system we currently have, and giving it a fleshed out and dedicated user for the physics and chemistry trees such that they're less gimmicks and more in line with main class abilities.
I had a few ideas of where to start, but honestly while it's a whole lot of work I thought simply giving them a class tree for each slot would be fairly appropriate. Personally I'm a huge fan of the throwing knives and Master Artificer trees and thought I might shamelessly borrow a smattering of those concepts to start from for a fair few of these.
I'm not sure how to handle schematics here though. Ideally I'd like to integrate with the existing tinker system such that it layers on top of one another and is a loadout that's more important than your gear in a lot of ways and affected how your talents work, but I really dislike the idea of a class that's that RNG heavy to even have access to some core build options potentially. My idea to counter that was either to A) simply give the same bonus schematic mechanic to their class talents and do a very soft limitation on RNG influences, or B) give access to the talents as normal, but have specific bonuses that are added on top of the class talents when you wear the appropriate tinker.
I also loved the idea of having some of the advanced talents be similar to how the tentacle tree and throwing knives trees work where they give you a specific weapon to use for their specific purposes, but I wanted to find a decent way of getting those to scale into later into the game without being able to access egos. Ex: grenade-launcher-esque tree that gives your shots a 1 turn delay and to be ground targetted before exploding, or a steamtech-shotgun that jettisoned all your ammo into one attack every time you shot it.
Unfortunately i am just absolutely TERRIBLE at the base game of ToME. I have a hell of a lot of fun playing it, but I am honestly just bad at the game as a whole. For those of you with that are more experienced, what do you see as the biggest problem with the tinkers(as in the attachments not the classes) that currently exist?
Any feedback you all have would be fantastic. I'm open to any and all ideas you guys may have or any concerns or reasons you think this idea might not be the best. I'm still generating ideas and things but I wanted to see if I couldn't get feedback from people with more experience or a better idea of things that'd make things better or more fun!
Thanks!