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Multi class!

aftulusaftulus Member Posts: 668 Arc User
How about Multi Pass Class?

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:

Sci +eng+tac
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?
Post edited by baddmoonrizin on

Comments

  • aftulusaftulus Member Posts: 668 Arc User
    edited November 2021
    I was hoping to make all skills hypothetically open but restrict them. It would fit how certain kits have limited access. It might open up more powerful builds for higher end content(like elite random tfo's) without adding more to the game. Just using existing combos more completely.

    This would allow those tac/engineer/science kits to be used in greater combo's.

    You could rename it from universal slot to cross/multiclass slot. You could even have the zen slot be true universal and allow anything. While the tier 7 slot could be a true multiclass slot that only allows stuff from outside of your class. So only sub class and maybe universal. This way it restricts combos more. In this case my sci character could then one day use both the eng and tac fek'lhri consoles to make his rp character completely.
  • leemwatsonleemwatson Member Posts: 5,343 Arc User
    We already have this in the Spec system of sorts. The Career you choose is almost null and void these days, but adding the ability to use other career kit modules is kinda pointless. The game is pretty much carte blanche allowing you to blur the lines as much as possible, but what you propose pushes folk into an even narrower 'meta', i.e. giving 'more choice' actually gives less.
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
  • lianthelialianthelia Member Posts: 7,825 Arc User
    Isn't a while lot of point, most people are just gonna go for maximum dps and in most cases that will be with tac skills

    I'd love to be able to use like photonic fleet on a tac or eng...but the vocal majority only care about maximum pew pew
  • fleetcaptain5#1134 fleetcaptain5 Member Posts: 4,786 Arc User
    westmetals wrote: »
    There are already kit frames you can get that have one skill from another class built in. (Not all skills are available, but for example, there's a tactical kit with a vascular regenerator skill, which is a science skill). It's not a "slot" but rather a single locked skill, but....

    Sometimes I wonder why they didn't do more with this. It's the same with passive kit modules. A couple of those were released and then nothing was ever done with the idea again.
    [4:46] [Combat {self}] Your Haymaker deals 23337 (9049) Physical Damage(Critical) to Spawnmother

    [3/25 10:41][Combat (Self)]Your Haymaker deals 26187 (10692) Physical Damage(Critical) to Orinoco.
  • garaffegaraffe Member Posts: 1,353 Arc User
    > @fleetcaptain5#1134 said:
    > Sometimes I wonder why they didn't do more with this. It's the same with passive kit modules. A couple of those were released and then nothing was ever done with the idea again.

    With respect to passive kit mods, they stink. Absolutely useless. They are easily bested by universal kit mods.
  • phoenixc#0738 phoenixc Member Posts: 5,504 Arc User
    Also, a lot of the kits they have been coming out with are essentially kits from a different department with a few tweeks made and the names changed.
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