Suggestions:Classes/Archive

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Old and inactive Classes suggestions are archived here. See Suggestions:Classes for current Classes suggestions or to make a new suggestion.

Comments on and improvements to archived suggestions are appreciated. Please don't remove suggestions you don't like.

Implemented suggestions can be found at Suggestions:Implemented.

Contents


Classes

Priest

Starts off with a "Holy Scripture" and the "Religious Devotion Skill". --One of many doctors 23:22, 16 February 2006 (GMT)

Comments

None of the other classes start with a skill. I think they should just have access to the skill, and maybe stuff like scientists don't (I'm not saying all scientists are unreligious, just that there probably aren't any THAT religious!). MorkaisChosen 11:06, 17 February 2006 (GMT)
"Missionary" might be a better term, I think, than priest. It carries a better message for the whole colonial thing. I like the idea of having religious figures in the game. Makes it a tad more realistic.--Wifey 06:40, 28 March 2006 (BST)
The Missionary / Priest would be a better counter class to the Shaman, which are the religious type of the Natives, rather than the technological. In addition, A better counter class to the scientist would also have to be made. Perhaps spy? As in the Native spy had been spying on / stealing technology from the scientists?--Zydd Soral 17:02 25 July 2006

Scientist (Rename)

Author Timestamp Type Scope
Lint 21:48, 23 February 2006 (GMT) Class, rename Scientist

This is a suggestion to change the name of the Scientist class to Professor. From Tarzan to Gilligan's Island, the science-type in has been regarded as Professor rather than Scientist.

Comments

  • I don't. If someone wants to roleplay as a scholarly Prof, more power to them. As it is, the term "Scientist" suggests a broader archetype, inviting players to make of their character what they will. which I favor. --Jackel 23:56, 3 March 2006 (GMT)
  • I thought would be closer to anthropologists as, well those are the scientists who explore the jungle. I don't think there would be many astrophysicists or chemists(maybe a few chemists but they wouldn't be with the exploring group-they would come after). You might see one or two medical doctors, but all anthropologists who go into the field have first-aid training(and they don't bring medical doctors when working in hostile landscapes). On top of that the term anthropologist has so many subdisciplines that it is almost as broad as saying scientists. --Daylan 00:36, 7 March 2006 (GMT)
  • I vote we change the name to doctor because it would be more historically accurate given the chronological context of the game, as most merchant/exploration vessels had doctors, and the majority of doctors during the era where highly educated, trained and scientific. --A for anarchy 00:42, 23 July 2006 (UTC)
  • With the recent skill changes for scientists, it certainly makes sense for them to be renamed doctors. Arminius 00:21, 27 August 2006 (UTC)
  • The broadest term I can think of for this is Academic. That covers doctors, scientists, professors, priests, artists, missionaries, whatever. In the early colonial era, pretty much if it can read, it's an Academic. --Nosimplehiway--Nosimplehiway 14:19, 28 November 2006 (UTC)
  • Oppose. "Doctor" suggests that the character does nothing but heal while "scientist" suggests that a player's options are more open (as they are). The new name would be a constraint (if only an artificial one) on a scientist's play style. Classes should be different, in my opinion, but they should not be narrow. — Elembis (talk) 04:37, 27 August 2006 (UTC)


Native Pirate

Natives should have a pirate equivalent. Natives from nearby islands perhaps? They would have canoes in the water like the pirate ship but they would be more like huts as there would be more than one of them with less stuff in each. Native pirates would have 65 HP and start with a fish and a spear.--Darkferret 04:19, 1 April 2006 (BST)

Not every Outsider class has to have a Native equivalent nad vice versa

Mountain Men

i dont know if there are any mountains in the game, as i havent played for long, but there should be a new group of units known as the "mountains men" they would have their own breed of warriors, shamans, etc... they could climb on the mountains (as others could not, atleeast not without a new skill know as "mountain climbing") this could totally change the game and expand the map, as these new "mountain men" would have their own technical "world" seeing as they just ventured past the mountains and found life so they would have certain items only attainable up in the mountains, like ice, which could act as an "anti" wound where it heals you 1 hp every 3 turns or so and would melt after several days. this could also open up an entirely new class, know as:

trader, they can be played from any view point, mountain trader, native trader, etc... and they would start out with several items (maybe gold too) and they would be like shamans, when you attack them it says "they skillfully dodge you" but instead of never hitting, chances are just extremely low, traders could not attack other players unless they are defending (ie, someone attacks them first) they would have their own skill tree that would include:

+Mountain Climbing

+Veteran Climber (uses only 1 AP traversing mountains)
  

+Camper (can make wooden huts, but for 60 AP and several required items, huts can be perishable, or collapsable, maybe even just one hut per trader that can be moved)

+Salesman (can set up shop and act like the trading post NPCS)

+Bargain Hunter (better chance of finding things, maybe 25%)

all traders (could) start out with al knowledge, as in, outsider knowledge, native, etc... thus letting them communicate better)

traders would be seen differently, as in, they could be yellow, where mountain men would be brown.

Items would follow (my ideas):

Club: like machete, can cut through trees and has 20% chance to hit Rock: easiest projectile, acts like blowpipe, single use, button added "find rock" in-game Rope: can tie people up until they spend 10AP getting out Log: acts like greatsword, dealing 8 damage (geez, what, a log swung at you wont do big damage?)


CAVES: could also be implemented, they would act like huts, can only be carved on with a machete or club (as in, a man beats a meessage into the soft rock.. i dont know how though...) GREAT CAVE: would act like an exclusive mountain man power-up, it is basically a great hall, when searching, there is a 20% better chance of finding food and rocks, also where shaman is, and trading post.

MOUNTAIN TOP: several of these would be implemented, once at the top, players could see the island, getting to the top would be like entering a hut, except it would look like this


(down) (empty spot) (up)

moving onto a down, or up, would move players up or down a floor, mountains would usually be 10-15 floors, sometimes "creatures" could be found, heres my "creature" list:

Bat, 1dmg 8hp (basically, a mountain parrot) Dire Wolf, 4dmg 25hp (a strong tiger) Gremlins, 5 dmg 50hp (they are like, disgruntled mountain people)

other creatures could be added. once at the top of the mountain, players could see the island in DETAIL, as in, the island would be viewed in blocks, like urbandead, except players could be seen, no names, justthe number of people.

suggestions would be appreciated

Comments:

  • Honestly... I don't like it. I don't mean to be rude or harsh. I can see that you've put a lot of work into this. Still, it seems like it would be a lot of work for poor Simon with very little gain. I mean, what really distinguishes them from the natives and outsiders? They go up mountains? They get a special and highly complex area of the map only available to them? Again... I don't like it.--Wifey 06:49, 28 March 2006 (BST)

Mysterious Beings

Ok, so, in several survivor movies, there are aliens on the island, (thinking of lord of the flies) and sometimes the aliens just turn out to be people or sumtin, anyway, aliens could decieve players by disguising themselves as either outsiders, or natives, a button could be placed that would function like an attack button:

Disguise:| outsider| native| Mountain Man|

and etc. if a disguised alien is killed, the player recieves a small exp bonus, as they just killed someone acting fishy and saved their village etc...

I can already see the rampant spying and problems this would cause. Why would anyone want to play as just an Outsider or Native anymore? These super beings would enjoy all the benefits of both without any of the drawbacks. Anyways, I doubt Shartak will ever support extraterrestrial life. --One of many doctors 16:45, 8 April 2006 (BST)

Ghosts

when ghosts die they should have the option of going to the "necropolis" which would be where there are no plants or trees, and special "ghostly" items could be found. if one so unlucky outsider or native were to step into the "necropolis" they could be:| A. turned instantly into a ghost because of miasmas in the air| B. able to be attacked by ghosts, but not attack back| have something unlucky happen, like an item is taken away at random, or 25 hp is taken away| the necropolis could also have a "ghost" trader that would act like a normal trader, but would have items for cheap. now, when i say "cheap" i mean at the cost of no items, bear with me now, items in necropolis would not cost items, yet cost EXPERIENCE to "buy" from the trader, thus balancing the "necropolis" several abilities could be introduced making entirely new classes for ghosts:|

  • ghostly charm ghosts cannot be seen by outsiders unless attacking
    • ghostly weaponry allows ghosts to hurt the living, but can also be attacked.
  • ghost bag allows ghosts to search and find items like normal players
    • ghost hands allows ghosts to use items
  • ghost glyphs allows ghosts to "bless" players and ghosts (as ghosts will be MUCH weaker than players, like, only 15-25 hp)
    • ghostly whisper blesses a LIVING player and allows them to funtion as a ghost for 50AP per blessing
    • angry aura +1 attack strength, -5% to hit lasts 50AP (blessing)
      • sad aura -2 attack strengh (no negatives) +40% to hit, lasts 50AP(blessing)
    • disipated aura can move like a ghost, 1AP for every move, lasts 50AP(blessing)
      • observant aura can explore squares around location without visiting them, 50AP(blessing)
        • godly aura +2 attack strength +30% to hit, lasts 100AP,(blessing)

godly aura requires atleast 3 blessings to be bought. special weapons that are available only to ghosts with "ghost hands" and arent shown in inventory if revived, but are still there:| ghost sword same stats as machete, except +10% to hit ghostly fluid: acts like first aid kit sacrificial ectoplasm: acts like poisonous berries|

the entire ghost tree (aside from blessings) will look like this:|

  • living knowledge (acts like outsider knowledge and native
    • ghostly Commune allows ghosts to talk to humans
  • ancient knowledge +1 to attack damage +10% to hit
    • ancient plethora of knowledge +15% to hit, does stack.
  • lost and found outsiders and natives often lose things, this skill allows ghosts to "search" for items "lost" by them
  • wraith form allows ghosts to be seen but can only talk and move, no other actions
    • polterghiest form uses energy (10-20AP) to swing objects around, 40% chance of hurting everyone in block with 1-2 damage|

| POLITICS| | ghosts can purchase "politics of the gods" as a skill and can run for "office" in the "necropolis" one single ghost will be elected and can demand sacrifices from villages who will have a "pot" in the center of town that players can "donate" items and dead bodies, if the "uber ghost" is not please, said persons can send "plague down on towns" such as 10 elephants rushing in, or the trader and shaman to leave for a short time.| uber ghosts can also reward villages that "donate" a nice amount by sending prizes and so on to the shamans, anyone in the same block as a shaman will be told:| "the shaman bows his head and hands you __________ because the village has pleased the gods"| and so on... ghosts can be impeached by ghosts and villages combined, players go to a shaman and click the button "i dont like our ruler" -or- "i like our ruler" and ghosts do the same while in the "necropolis" players can only vote once every election and impeachment and ghost political power lasts for 3 months at most. on the last day of said impeachment, any players (regardless of where they are) are shown buttons saying "keep our ruler" or "dont keep our ruler" impeachments can be started if several players (50) complain that the ruler is bad by clicking the button "i dont likee our ruler" at thee shaman or necropolis, these players have already voted if the impeachment starts

Comments:

  • I'm having a similar reaction to this as I did to the Mountain Men. You're not proposing a new class; you're proposing a new faction. I see a whole lot of suggestions, all quite complitcated and required to fit together in some intricate network that will supposedly improve gameplay for everyone. Really, what I see it doing, though, is adding a new faction to a game that has yet to grow into its two-faction system. Ghosts are supposed to be scary and all (and there's a skill that lets you scare people), but now they're attacking people? I think that, if anything, the first new ghost-related thing that should be added is a shaman-only skill for bringing back the dead.--Wifey 06:59, 28 March 2006 (BST)
    • I agree that this is far too complicated, but I don't think reviving should be shaman-only. That gives the natives a big fat advantage. It'd be fine if it was open to the Outsiders as well (probably as a scientist skill: Scientists have basically the same skill tree as the Shaman, including the rest of the spirit skills that are already in).

Nomad

Author Timestamp Type Scope
Michael edwards 23:28, 7 September 2006 (UTC) A Nomad Class To help spice up native relations

Outsiders Have Pirates to help spice up their game. However Natives have been thrown to the side and are just being Raided on. I think that the Natives need a sub-class to help spice up their game.I think having Nomadic Hunters/Warriors could be just that, they were once a full fledged village but other natives attacked and dwindled their Power. The Nomads from their small camp east of the mountain now hunt game and people with Spears. They still resent the other natives for what they did. .

Comments
Comment here



Different Pirates

How about different classes of Pirate, making them a completely separate group from the Outsiders? There would still be Pirate/Outsider relations as there are Native/Outsider relations now, but the Pirates would have a completely new group (one of the features of this is a different text font, like natives are green)

Name: - Description: Starts with:


Bandit - Exiled natives, who join the pirates at the shipwreck. Machete + Knife

Bucaneer - Your average rating pirate, a blank slate to be worked on. Cutlass + Rum x3

Armsman - Battle hardened pirates who've seen many battles. Flintlock/Cutlass + 10gc

Privateer - Pirates who work for a country, when not proforming piracy. Flintlock/Rifle/Cutlass + Ammo/sharpening stone.

Privateer class should be more of a cross between soldier and pirate, being able to use a rifle. If the flintlocks suggestion is implemented, then they have flintlock and ammo, if not, then rifle and ammo and if they cant have rifles, then cutlass and stone.

I think these could realy separate the pirates from the other classes, giving them a more diverse feel. i'm not as much of a pirate player as i was when i first wrote this suggestion, but i still think that the island would be more even between the powers (eg, privateers are more likely to drift into outsider towns and bandits into native ones, while the others are more likely to be wreck-dwelling.) and the flintlocks suggestion! i'd like to see some more suggestions for it people! Rozen

Rozen

Suggestions please!


How about Armsman starting with Flintlock and Bullets and a Privateer class? Darkferret 20:37, 27 November 2006 (UTC)

Sorry i was an age replying, i didn't check back here until now, and i was actualy coming to delete the suggestion. I'll make a privateer class, and revise some of the things, and try to make it look more like a table, but i suck at wiki programing so it'll just be dashes unless Che saves my ass again. and the flintlocks suggestion hasn't been aproved, but i'll still put it in. thanks for the feedback! [User:Rozen|Rozen]]


Medic/Witch Doctor

Author Timestamp Type Scope
Darkferret 01:31, 21 September 2006 (UTC) Medical class Healing characters

With scientists searching the island for all things new and shamans defending their villages from the dead, noone really has the time to really help the injured. Medics and Witch Doctors have the skills needed to effectively restore their patients health. Starting with 50HP and a FAK/herb they can learn to make FAKs/herbs and use less AP collecting supplies and healing. I don't think it would be practical to the game, but a zombie skill would make it really fun.--Darkferret 01:31, 21 September 2006 (UTC)

Comments
Scientists are now serving as the Outsiders' medics. I would be interested in seeing natives get a healer class, and in seeing Outsiders get an anti-spirit class, though. Maybe medicine-man and priest? Incidentally, the FAK production skill has already been suggested (which isn't to say that I dislike the idea). Black Joe

I suggested that scientists should be the antispirit class with the Camera suggestion. Advanced triage and Emergency first aid are not out of place for a scientist, but scientists are really supposed to be more investigative than healing. Medics may share these skills with scientists, making them similar, but they would have a few more medical skills while scientist have more scientific skills. These extra skills don't have to be exactly the same as the ones I suggested. Darkferret 13:58, 22 September 2006 (UTC)


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