Suggestions:Classes

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Revision as of 01:07, 9 March 2006 by Jackel (talk | contribs) (→‎Pirate)
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Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.

Begin a new item with a * and "sign" your suggestions using -- ~~~~ so we know who to blame ;)

Bug reports should go on the Bugs page.

This is the suggestions page for Character_Classes. See also the Suggestions page for other suggestions.

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)

Scientist (Rename)

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. --Lint 21:48, 23 February 2006 (GMT)

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)

Villager/Settler

Lint recently made a very salient point with respect to Class Balance. Namely, there are very few players (4% currently) choosing to be (Outsider) Settlers or (Native) Villagers. Realistically, these should be the most abundant classes, so clearly (aside from trival starting inventory) these classes clearly lack any definable appeal. I propose that these 2 classes (due to their years of plying and scavenging their surroundings) are more adept at searching then their peers. As such, they have a +20% bonus in base search percentage. There is precedent for this in UD, with the "consumer" class getting an immediate advantage in searching, and though the nature of that game (i.e. constant heavy barricading of Malls) makes it difficult for consumers to realize their advantage, this would not be the case in Shartak. This change will undoubtedly make these overlooked classes more attractive to new players.--Jackel 00:25, 4 March 2006 (GMT)

Comments

I wouldn't say that it's completely a bad thing that the Settler and Villager populations are low. (Wouldn't you say that the Consumer population is the lowest in "that other game"?) However, I do agree that this class doesn't appear to be getting the same respect as the others. The search bonus or perhaps the Agriculture suggestion might be justifiable. --Lint 08:40, 5 March 2006 (GMT)

Animal

It would be interesting to play as an animal. They wouldn't be able to use some items or learn certain skills, but they could smell the trails of humans and other animals. Some could eat vegetation, an action similar to choping, and restore HP. --Darkferret 18:24, 4 March 2006 (GMT)

Comments

(Obligatory thinly-disguised anti-griefing suggestion) I'd expect that a playable animal would never be able to see humans' names. --Berry 12:38, 7 March 2006 (GMT)
How would the existing human skill Animal Affinity affect playable animals? --Berry 12:38, 7 March 2006 (GMT)
You go to attack Dr. J but he scratches you under your chin so you decide not to
Haha, okay, I guess that's sorted after all :) --Berry 14:26, 7 March 2006 (GMT)
I actually don't think this would be very fun. Animals couldn't use ANY items (ok, maybe monkeys could use the GPS ;), communicate with anyone other than others of their kind (except for out-of-game), couldn't "level" unless whole new sets of skills for each animal class were created and tested. They would essentially exist to eat, and avoid being eaten; not unlike real animals, but not very fun compared to the other classes.--Jackel 19:17, 8 March 2006 (GMT)

Pirate

Every tropical island needs pirates! Could either be Outsider or a separate grouping altogether (current pirates being more native than foreign, from the news i read). Don't know what special skills they have, maybe better at finding gold in towns, or general stuff on the beach, and any parrots they encounter follow them around (perhaps monkeys too). If agriculture is implemented, they get to grow weed and poppy. Maybe they'd be better as the Outsider NPC counterpart to NPC shamans, and raid towns every so often. --Frisco 04:14, 5 March 2006 (GMT)

Comments

I have no idea how we could implement them into Shartak, but I do like pirates... --Grigoriy 05:29, 5 March 2006 (GMT)
I have some ideas how to implement them. Just so you know, Pirates have been on my todo list for a couple of months now but I'm holding off sorting them out until I have skills and items worked out for them and have finished some of the higher priority things. --Simon 15:00, 5 March 2006 (GMT)
I really like the idea of pirates in Shartak, but I would prefer them to be NPCs. PC Pirates would have to have ships or boats, which would mean they have no reason to stick around other than bumping into the edge of the playable area. Furthermore, if PC Pirates could hop on their boats, they would have a distinct advantage in land-bound players, being able to "sleep" out on the water and mostly out of danger. I envision periodic raids of villages and towns, where the Natives and Outsiders face a common foe. They would always appear in decent sized groups, forcing players to band together or run for the jungle. --Jackel 19:27, 8 March 2006 (GMT)
Well technically you could say that for the outsiders too.. why don't the researchers and settlers just get on their boat and sail off into the sunset? --Simon 21:53, 8 March 2006 (GMT)
Well, the scientists don't WANT to leave because they are doing research. The settlers don't want to leave because they are on the island TO SETTLE. The soldiers and scouts are bound by orders. As far as their lack of boats, I was sort of going with the idea that whatever ships and boats the Outsiders arrive on dump them off at the shore of the encampments and leave. This same idea could be used for pirates, I suppose; they were kicked off their pirate ships for some reason, but they wouldn't really be pirates without pirate ships, I think.--Jackel 01:03, 9 March 2006 (GMT)
I'm a little reluctant to see a new dynamic class enter the game when we haven't quite seen how the current classes interact. However, if this is just a small part in your plans, then I will just wait and see. --Lint 23:51, 8 March 2006 (GMT)