Classes or Skill/Ability based gameplay

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Blblblbl
Legacy Username

Honestly, as nice as this game is, the battle gets kind of repetitive

Implementing a list of branching skills for everyone, or a class based kind of gameplay(I'm not a fan of this idea so much as I am the other) would definitely spice things up a bit. I'm sure everyone knows what class based gameplay is like so I'll avoid elaborating on that, but my other idea was to do something like similar to Torchlight, save for the classes.

For those who don't know, Torchlight gives you 3 classes to choose from. However, these three classes each have 3 categories of skills to build in (you can even pick and choose from each category) effectively allowing you to build a character however you want. Want to swing around the biggest sword on the planet and still be able to cast magic spells? Go ahead. Want to be able to use two guns and still have the ability to punch people in the face and snap them in half? Sure thing.
There's obviously more combinations than this but I'm going to cut off there to avoid making the majority of this post be a pitch for that game

now, my idea was that everyone would be to give everyone a set of skills branching off in various directions that behave similarly to classes, but without having the limiting effect of /being/ a class.

For instance, you could build down a certain skill tree and think "oh, man that skill in that other tree looks pretty cool. I want that too" and not be restricted in purchasing that skill simply because you're a certain class--because you're not.

The skill trees that I had in mind were
Offense - skills in this tree would revolve around swords and other weapons of this type
Ranged - skills in this tree would revolve around guns (and perhaps allow for the implementation of additional types of guns or dual wielding guns)
Magic - skills in this tree would revolve around being able to cast spells and summon creatures (maybe something like jelly cubes at lower level spells, they would progressively ramp up in usefulness as you go down the tree) and possibly the ability to heal your teammates (although I don't know how this would work with the energy system currently in place, so I'm iffy on this part)

The 'skill points' required to go down these skill trees could be one of several things and could be acquired in a handful of ways. The possibilities that I've come up with are:
The tier tokens that we get by going down into the dungeons. I'm not aware of any use they have currently other than allowing us to reach further down, and giving these tokens a larger use seems possible

The minerals that we find in dungeons. In addition to creating new arcade areas, using these for skills seems entirely plausible. For instance, lets call one of the skills in the Offense tree 'Slice and Dice'. Slice and Dice might require 20 red crystals, 10 yellow, and 3 blue to acquire, and more of these types all the way up to its maxed out state.

A legitimate 'skill point' system. If the above ways don't work, biting the bullet and rewarding players with skill points based on their performance in a dungeon, or simply rewarding them every time they reach the bottom of a tier is also plausible.

So yeah
comments, thoughts, etc are all welcome. I'd love to hear what the rest of the community thinks about this

Dogrock's picture
Dogrock
Regarding the Ranged and

Regarding the Ranged and Offense classes you mentioned; this already exists in a different form. There are different armors that result in different weapon class bonuses. One big example is the Gunslinger set and its upgrades which are entirely focused around gun bonuses.

As for your current recommendation on "skill points", are you saying that the crystals you carry on you back are to be used? This would create a problem as they are currently exclusively used in gate building, atting another use could create problems with the number of deep reaching gates existing. Using the shards would also not be a good idea as many players have hundreds of the suckers hanging around, some even have thousands.

Also, here's a pair of thread where player class type differentiation was mentioned beforehand:
http://forums.spiralknights.com/node/1146
http://forums.spiralknights.com/node/1029

CrazyMLC
Legacy Username
The weapon types already

The weapon types already provide classes. You have some people who prefer to have a sword and a gun, then you have people who like to have only guns or only swords. Then there's bombs.

It's a much more subtle way of providing classes. There's no "I'm a warrior!" or "I'm a mage!".

Though there isn't much of a contrast between these weapon classes. It would be nice to see things a big more specialized.