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A new class in seasion 2?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Dear Dev

I would like to see atlest one new class add'ed in seasion 2. I feel 3 class's arent really enough (lowest of any MMO ever?)

Here are 2 quick ideas for new classes

Doctor ofc, Bev was a ships capt of a medical vessel in a episode of TNG
Hologram. Remember the Doc in Voyager, this class would be a hybrid of the Doctor class and the tactical class. Think EMH and ECH. Emergency Medial Hologram and the Emergency Command Hologram (the doc was in command of voyager in one episode and janway did say she would talk to starfleet about this kinda thing when she got back home)

Anyone else have ideas for a new class?
Post edited by Unknown User on
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Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    With all the stuff they need to do, I don't think we should expect new classes anytime soon. Not in this year at least.



    I would like to see them add more upper level classes like Free Trader for a neutral faction.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    AtomicFB wrote:
    With all the stuff they need to do, I don't think we should expect new classes anytime soon. Not in this year at least.



    I would like to see them add more upper level classes like Free Trader for a neutral faction.

    you mean like a specialization with a new skill tree add'ed?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Neutral class if they're going to add it, and not until November at the latest.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Neutral class if they're going to add it, and not until November at the latest.

    haha if they can get it into seasion 2 + alot of content i wont complain
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I would love to see neutral classes added (FreeTrader, merc, etc) but Season 2 is way too soon for it. They need to shore up the existing content before they expand.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Rumbleskin wrote: »
    you mean like a specialization with a new skill tree add'ed?
    That is a part of it. There is more than just the skills that need attention.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    As posted in thread about diplomacy content in STO, a Diplomat class and skills to go along with those types of missions (think exploration content missions).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    personae wrote:
    I would love to see neutral classes added (FreeTrader, merc, etc) but Season 2 is way too soon for it. They need to shore up the existing content before they expand.

    Ya, that is what I mentioned earlier. Sure, some new classes might be nice but like you said, they need to shore up the existing stuff first.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Rumbleskin wrote: »
    Dear Dev

    I would like to see atlest one new class add'ed in seasion 2. I feel 3 class's arent really enough (lowest of any MMO ever?)

    Here are 2 quick ideas for new classes

    Doctor ofc, Bev was a ships capt of a medical vessel in a episode of TNG
    Hologram. Remember the Doc in Voyager, this class would be a hybrid of the Doctor class and the tactical class. Think EMH and ECH. Emergency Medial Hologram and the Emergency Command Hologram (the doc was in command of voyager in one episode and janway did say she would talk to starfleet about this kinda thing when she got back home)

    Anyone else have ideas for a new class?

    I propose: The Counselor

    "Tell me how you feel about your father."
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    mirek99 wrote:
    I propose: The Counselor

    "Tell me how you feel about your father."

    The Counselor could be a specialization of the doctor class
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Didn't you start this thread already in a different sub-forum? The game is based around Starfleet and the Federation. This means we're going to be locked into the three divisions. Doctor falls under the science divsion. Are you going to gut the current science officers for your "Doctor" class?


    You might get lucky and see a new class once a new faction is released, but I highly doubt it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    AeonJean wrote:
    Didn't you start this thread already in a different sub-forum? The game is based around Starfleet and the Federation. This means we're going to be locked into the three divisions. Doctor falls under the science divsion. Are you going to gut the current science officer class for your "Doctor" class?


    You might get lucky and see a new class once a new faction is released, but I highly doubt it.

    ya with that attitude we will get nada add'ed to the game
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Rumbleskin wrote: »
    The Counselor could be a specialization of the doctor class

    Which is already a specialization of the Science class. If we can make a whole class out of a specialization of an already-existing class, why not make a specialization of that specialization?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Rumbleskin wrote: »
    ya with that attitude we will get nada add'ed to the game

    I'm all for adding relevant things to the game. Your separate doctor class is a bad idea. Your proposing gutting another "class" simply to have a higher class number. You need a better reason than that. What can you think of to add that doesn't fall under the canon of one of the three divisions currently in Star Fleet?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    mirek99 wrote:
    I propose: The Counselor

    "Tell me how you feel about your father."

    Special Ability : Crash the Enterprise
    Ability Description : Crash the USS Enterprise, regardless of what is happening at the moment.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    AeonJean wrote:
    Didn't you start this thread already in a different sub-forum? The game is based around Starfleet and the Federation. This means we're going to be locked into the three divisions. Doctor falls under the science divsion. Are you going to gut the current science officer class for your "Doctor" class?


    You might get lucky and see a new class once a new faction is released, but I highly doubt it.
    You could probably spin off Navigation from Tactical. Have Tactical as the DPS role, with Navigation geared for "agility".

    That way you'd have:
    Tactical - Warrior
    Navigation - Rogue
    Science - Mage
    Command - Paladin

    Personally I'd also split Engineering from Command so that you'd have:
    Command - "Bard" [i.e. passive/active team buffs]
    Engineering - Paladin

    I'm trying to think of a decent way to split Science into "White" and "Black" Mage style classes, but the closest I can come is spinning off Medical for the White Mage and I don't really think that works when you're talking about shield boosts etc.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    OP, I'd certainly like to see another class added as well. But with at least the Doctor suggestion and with what people are responding to in thread here is my opinion:

    1. Any thematic specialization of the three existing classes should be implemented within the existing classes. Essentially this boils down to extra "Doctor" specializations (equip/skills) would fall under Science. And I'm all for expanding what we've got.

    2. Counselor wound not have to fall under Science if whatever they're planning for Diplomatic missions pans out. Then the class could have an "edge" over a particular type of new game play while introducing beefed up mechanics to the game. Psi powers come to mind for combat and diplomat missions.

    3. Holographic and Android Lifeforms. Like that one myself. Although these could be considered a race pick and not really a "class" per say.

    Given the above I think 2 has the most merit for a Class. The one thing Science, Engineering, and Tactical don't really cover is Diplomatic. As this is a combat oriented game, and as unusual as it'd seem, I'd expect Diplomatic to have combat traits as per the mention of Psi powers.

    Either way, we'll see what happens down the pipeline. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I really don't see the need to split up the classes. The three we have work quite well as they are. If you want to be all Doctor, just take those skills. If you want to be all Scientist, take those skills. If you want to be a mix, take a mix of skills. There's no reason to split things up, it actually limits customization.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Rumbleskin wrote: »
    haha if they can get it into seasion 2 + alot of content i wont complain

    Yes but how angry would you be if they said "Well we could have added a bunch more content and fixed the skill system...but instead we had our content designers working on new ship bridges for the neutral class and the skill designers working on the skills for that class"

    my guess is a whole lot.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    AeonJean wrote:
    I'm all for adding relevant things to the game. Your separate doctor class is a bad idea. Your proposing gutting another "class" simply to have a higher class number. You need a better reason than that. What can you think of to add that doesn't fall under the canon of one of the three divisions currently in Star Fleet?

    fine you think it fails in Canon, me i think sto is the latest episode of trek so they can do with canon what they will. Also you got a better idea? mine might not be perfect but i dident see you post anything better
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Hmm...

    Well, first the idea of a seperate "Doctor" class is a little absurd since it already falls under the Science class.

    Someone mentioned a Diplomat class, which is totally something that seems feasible for a Star Trek enviornment... but would require much more diplomacy to be added to the game... moreso than the simple "Do the miners want new equiptment?" type we currently have.

    The few classes + the skill tree honestly makes for FAR more variations than most mmos.

    Instead, I think the discussion should be what skills should be add to the game.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Rumbleskin wrote: »
    fine you think it fails in Canon, me i think sto is the latest episode of trek so they can do with canon what they will. Also you got a better idea? mine might not be perfect but i dident see you post anything better

    Rumble's right. RPGs have class roles because they lead to deeper combat. Think about the current classes and what they do and then think about what's missing.

    We have DPS, Tank and Mage classes right now. That's great but you see most RPGs also contain Rogue and Bard types with many also choosing to split health and damage magics out [white and black].

    If you can marry up the gameplay with the fiction [and for everything except the white/black mage split I think we can - why not do it?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Walshicus wrote:
    Rumble's right. RPGs have class roles because they lead to deeper combat. Think about the current classes and what they do and then think about what's missing.

    We have DPS, Tank and Mage classes right now. That's great but you see most RPGs also contain Rogue and Bard types with many also choosing to split health and damage magics out [white and black].

    If you can marry up the gameplay with the fiction [and for everything except the white/black mage split I think we can - why not do it?

    Explain to me how having more classes is better than having three core classes, and just adding new skills to the most appropriate one?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Walshicus wrote:
    You could probably spin off Navigation from Tactical. Have Tactical as the DPS role, with Navigation geared for "agility".

    That way you'd have:
    Tactical - Warrior
    Navigation - Rogue
    Science - Mage
    Command - Paladin

    Personally I'd also split Engineering from Command so that you'd have:
    Command - "Bard" [i.e. passive/active team buffs]
    Engineering - Paladin

    I'm trying to think of a decent way to split Science into "White" and "Black" Mage style classes, but the closest I can come is spinning off Medical for the White Mage and I don't really think that works when you're talking about shield boosts etc.


    Engineering is separate from command. Eng is gold, Command is red. I do think I see where you're going though. You want clearly defined specializations, am I right? The OP sounds like he's pushing not for specializations within the current structure but a new one all together.

    However, with the current skill system and kits don't we already specializations in all but name? An engineering officer skilled and geared for turrets works more efficiently than one geared toward star ship shield repair and maintenance when they're both on the ground.

    Perhaps the issue is the divided space and ground game. Under the current system it's one large skill tree and point pool for both. Since all players go through both, players feel the need to be effective at both. This lowers diversity since lots of players are trying to do the same thing, strong space and strong ground character. IF they add more specializations they should re-work the skill system to have a separate tree and point pool for space and ground skills. This allows more diversity in both areas since you're no longer sacrificing your space skills for your ground skills and vice-versa.

    Of course currently the real diversity in space is your choice of BOs and ship. In ground it's your choice of kits. I don't think Cryptic is read to step-away from this as the major component in making players unique.

    Rumbleskin wrote: »
    fine you think it fails in Canon, me i think sto is the latest episode of trek so they can do with canon what they will. Also you got a better idea? mine might not be perfect but i dident see you post anything better

    They have licensed the IP they don't own it. Certain things still have to pass approval of CBS/Paramount/Whomever. The devs mentioned this once when they talked about having new ships they designed for the game but they hadn't been approved by CBS/Paramount yet.

    I think the current system works fine for the Federation. However, I also think the above poster has the better idea. More specialization within the divisions, not creating a non-canon new one.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Aris wrote:
    Explain to me how having more classes is better than having three core classes, and just adding new skills to the most appropriate one?

    Usually it makes it easier to get the roles right if they're clearly defined and delineated. By combining macro-level roles [rogue/warrior etc.] you muddy matters and it's harder to create compelling niches.

    If the skill tree presented choices rather than options* I could see where you're coming from, but as it stands I really feel the game would benefit from splitting each class in two. Also, it's an excuse to add new, class based ship options. ;)




    *That is, there are no skill choices that then prevent you from getting a certain skill.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Rumbleskin wrote: »
    The Counselor could be a specialization of the doctor class

    But it would only have two powers:

    Discuss I
    Empathize II
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Rumbleskin wrote: »
    fine you think it fails in Canon, me i think sto is the latest episode of trek so they can do with canon what they will. Also you got a better idea? mine might not be perfect but i dident see you post anything better

    I'm almost positive the actual IP owners would disagree
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    The_Dogman wrote:
    Special Ability : Crash the Enterprise
    Ability Description : Crash the USS Enterprise, regardless of what is happening at the moment.

    I like how your mind works!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Walshicus wrote:
    Usually it makes it easier to get the roles right if they're clearly defined and delineated. By combining macro-level roles [rogue/warrior etc.] you muddy matters and it's harder to create compelling niches.

    If the skill tree presented choices rather than options* I could see where you're coming from, but as it stands I really feel the game would benefit from splitting each class in two. Also, it's an excuse to add new, class based ship options. ;)




    *That is, there are no skill choices that then prevent you from getting a certain skill.

    No, no, no, no, NO!

    Having ship choice separate from our captain's operational division is part of what lends any variety to the game at all.

    Also, I don't like narrowly defined classes because your role is pretty much set from character creation.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Hey Rumble...please make up your mind. Do you want the more content you keeping demanding in every other post, alternating with the ones demanding the removal of the skill cap? Or would you prefer that development be used to create a new class? Any effort spent on the new class means less time for development of new content.
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