I still think it would be nice to have the ability to have more than one class. At least two. If it doesn't modify the base class but adds on to it why not. We could go back to school and be recertified and add on a secondary class. This could allow switching between classes, like with tailor layouts, or multi class abilities.
I'm suggesting the ability to add a second class and swap between and then on each class the ability to use one kit module from the other class. This would not need to be a new slot. But it can only have one of that off class if you have a secondary. Then maybe one day the ability to have two sub classes with one each of a kit module.
This might go well if we ever hit lv 70. This could allow a class upgrade without increasing space tiers. And possibly go with adding random to elite tfos or something. So, instead of adding new slots to space we add the ability to add kit modules to ground. and if desired add a captain ability to space from another class. some would be really obvious like a certain tactical ability. combined with a certain trait that lets it be used at will.
I'm doing a fek'lhri character. I oops and did science. But if I were tac or engineer I could be tac/engineer and get all the appropriate kits to use together. There is a tac and engineer appropriate seasonal kit that would make the optimal fek'lhri ground. This would be logical to have 1-2 extra classes one day to allow full sets of gear to be used. And why wouldn't the top captains in the universe have multiple training. Didn't they all have to do that in the TV shows/movies? they wore a single color, but I thought they were trained in other fields. But they had a major top field and focus. That would be the main field. The rest would be lesser side training. This would allow single characters to to anything with any ship setup allowing each charater to do anything they wanted. Like have full loadouts and captain skill per ship of a set type. Say fek'lhri ships in each class setup. Or just have a main with side stuff to simplify.
I would personally love to not have to remake my character to get the ability to use those other ground kits with the current abilities. It makes it much easier to play and enjoy myself. I'm assuming ground could be less op. Especially if we made elite randoms common.
Example after too much rambling:
Sci + eng subclass:
1-2 eng kit module
1-3 eng captain abilities?
If tier 7 ever became a thing, this multi class could actually open up 1 more slot if a second subclass is added. The existing zen bought slot could be used to add a second kit module. Basically a universal kit module. The existing zen slot could also be converted to a universal kit module. Then both space and ground have one slot. Then if you need two slots from eng or tac for a specific set you could have it.
zen bought kit module slot = first universal(IE from a seperate sub classes requirements)
Tier 7 adds a universal slot = second universal slot.
Sub/multiclass abilities could only fit in universal slots.
Two sub classes:
1-2 eng or tac kit modules(in universal kit modules only.)
2-6 captain abilities?
Actually would it even matter if we had a limit. Space could be limited to giving access to one or all captain ability. This would actually allow new loadouts focused on captain abilities. It could be rare and intersting.
What types of limits would need to be in place now to make this work?
could you allow more than one kit module of other types?
Could you just allow all captain abilities to be used from other classes?
How many would it need to be restricted to if not?
What are the current technical problems with this currently. Will the change from removing DX10 in february allow this to be possible if it isn't already?