Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

Suggested alternative way (and a very cheap way) to implement new class (abilities)

STAR WARS: The Old Republic > English > General Discussion
Suggested alternative way (and a very cheap way) to implement new class (abilities)

Einobi's Avatar


Einobi
09.22.2019 , 09:11 PM | #1
Many of us would like to play a new class. Some go for the lore storyline, while many others go for the new abilities of the new class which offers a refreshing way of replaying the same game (old content) in a new way via the new abilities of the new class.

The constraint of implementing a new class as offered by some players is that it is too expensive to implement and integrate the whole new storyline into existing platform.

So I am offering an alternative way of implementing new class (abilities) without the prohibitive cost of implementing new storyline.

Forget the storyline. Just implement the new class abilities via our companion. Currently our companion has 5 abilities on the companion hotbar. Expand that companion hotbar UI to a full-fledged 12-slots (clickable) hotbar (additional to our existing 6 hotbars). Implement a set of new class abilities for each companion (either the new class is tied to the specific exclusive companion or the new class abilities can be assigned to any companions on the fly).

Through this way, you kill 2 birds with one stone. One you deliver new class abilities to player and second you expand the usability and value of the companion system which make players want to further develop (or level) and recruit their companion more than it is today which multiple companions are doing same 3 roles without distinction among the various companion.

Again the new class abilities need not be just combat-based. It can be non-combat based like auto-loot ability.

With so many companions and more which you can add on, the amount of new classes (abilities) you can bring to the game is limited by your imagination and creativity.

This is almost a very cheap way to deliver new class abilities to the game. What do you think?

Phazonfreak's Avatar


Phazonfreak
09.22.2019 , 10:26 PM | #2
I don't see the benefit of "outsourcing" new class abilities and mechanics to your companion. Their AI and combat behavior is very basic and does not lend itself to more complex interactions.

There are more problems when it comes to balancing and combat performance, but the biggest issue with your idea is that companions act as a supplemental combat system for Solo play. It would defeat the idea of creating new classes and abilities if you cannot use them in PvP and group PvE. I can already see the massive complaints of people that they get kicked out of flashpoint groups because players want to use their companions for the added class abilities...

The best option I see for new class abilities would be new combat proficiencies for the already existing advanced classes. But even that would be a tough job for the small dev team working on the game.

Lhancelot's Avatar


Lhancelot
09.22.2019 , 10:57 PM | #3
I'd rather they add NPCs that are hidden, rare spawns or randomly spawned that you can learn from.

These "master" NPCs send you on quests, and once completed offer you the knowledge of some rare ability that others do not have.

These new abilities could be called "master abilities." These abilities would be stored in the same place where legacy, general, etc. abilities are stored.
TRUE
Quote: Originally Posted by DarthSpuds View Post
RNG is counterproductive because it massively increases player dissatisfaction.
FALSE
Quote: Originally Posted by olagatonjedi View Post
As I detailed in another thread, RNG give the players more control over their gearing.

JediQuaker's Avatar


JediQuaker
09.23.2019 , 08:38 AM | #4
Quote: Originally Posted by Einobi View Post
This is almost a very cheap way to deliver new class abilities to the game. What do you think?
Just out of curiosity, how did you determine that adding functions to companions would be "very cheap"?
Hold water, a sieve may not, but hold another sieve, it will - Yoda..

Referral code - http://www.swtor.com/r/dZ8wSV

Einobi's Avatar


Einobi
09.23.2019 , 09:50 PM | #5
Quote: Originally Posted by JediQuaker View Post
Just out of curiosity, how did you determine that adding functions to companions would be "very cheap"?
The "very cheap" is not absolute but relative to the more expensive voice acting (which time and again is brought up whenever any discussion on new classes implementation is discussed) which necessarily become involved when introducing a new class to the game.

IF you recall the earlier version of SWTOR, each companions while playing its either of 3 roles of heal, tank and dps, has its own UNIQUE abilities. The decision back then was to simplify it and make all the abilities of every companions to be the same.

Now you just leverage on the already implemented platform and extend the 5 companion's abilities to a full-fledged 12 abilities which encompasses a totally new class play style.

In terms of bringing in new class abilities play into the game, you already have the entry point (just need some customization and not rebuilding an entirely new framework).

But of course there are other issue to think of as reflected by the other posters. But those are operational issues which can be worked out and not necessarily a show-stopper which the major one today is one of cost (presumably coming from voice acting implementation and integration into the existing storyline).

SteveTheCynic's Avatar


SteveTheCynic
09.24.2019 , 12:25 AM | #6
Quote: Originally Posted by Einobi View Post
But of course there are other issue to think of as reflected by the other posters. But those are operational issues which can be worked out and not necessarily a show-stopper which the major one today is one of cost (presumably coming from voice acting implementation and integration into the existing storyline).
No, they are not "operational issues". If all that gets added in a "new class" patch is "extra abilities for companions", you haven't changed the experience of PvP at all, nor the experience of Operations and four-player FPs and Uprisings. That's rather more than an "operational issue". In effect, for those parts of the overall experience, the patch would add *nothing*.
http://www.swtor.com/r/Hg3sV2
To go to Belsavis, you must go to Belsavis.
> @"Biff.5312" said:
> Exercise your whimsy.

RakiaTime's Avatar


RakiaTime
09.24.2019 , 11:34 PM | #7
personally id say entirely new classes are out of the question but why not new sub classes? Imp Agent using pistol and scoundrel abilities? Warrior/Knight based on whatever the **** Kira and Jaesa are, aka warrior abilities with double bladed sabre, Pub Trooper sniper based on Jorgan?

Kraysk's Avatar


Kraysk
09.25.2019 , 05:41 AM | #8
Quote: Originally Posted by RakiaTime View Post
personally id say entirely new classes are out of the question but why not new sub classes? Imp Agent using pistol and scoundrel abilities? Warrior/Knight based on whatever the **** Kira and Jaesa are, aka warrior abilities with double bladed sabre, Pub Trooper sniper based on Jorgan?
I, like many others, always wanted imperial trooper. Maybe agent with assault cannon or BH with assault cannon could be satisfying enough.
But again, even new advanced classes seem like too much effort for the current state of the game and playerbase.
Nobody will add anything so expensive and time-consuming for development into the game that said developers are trying to finally kill for several years already (but stubborn weird people still do not leave for some reason).

JediQuaker's Avatar


JediQuaker
09.25.2019 , 08:39 AM | #9
Quote: Originally Posted by Kraysk View Post
Nobody will add anything so expensive and time-consuming for development into the game that said developers are trying to finally kill for several years already (but stubborn weird people still do not leave for some reason).
What an absolutely ridiculous thing to say. If BW or EA wanted to kill SWTOR, they would simply announce that the servers were going to be shut down on Oct.22, instead of launching an expansion. 😕
Hold water, a sieve may not, but hold another sieve, it will - Yoda..

Referral code - http://www.swtor.com/r/dZ8wSV

SiegePro's Avatar


SiegePro
09.25.2019 , 09:26 AM | #10
The only way a new class would be remotely financially viable is if it’s built as a new advanced class so it can use all of the existing voice assets and class missions of an existing class.

A stealth-based trooper/hunter with three damage disciplines.

A knight/warrior class with a double-bladed lightsaber and a heal discipline.

A consular/inquistor that uses two-lightsabers and has a 50/50 split on Force/Lightsaber attacks (with disciplines favoring one, the other or keeping a balance).

A smuggler/agent whose primary weapon is a melee one (blaster offhand for ranged attacks) and has a tank spec.

If you wanted to be even less expensive but still provide a different experience; how about just using the existing classes but let the Force-users pick either Force storyline (with matching voice actor) and the non-Force-users pick either non-Force storyline. Just so you experience those stories with different mechanics behind the characters (ex. being a stealthy grenade and scattergun wielding trooper or a long range Force-user going against Darth Angral or an Imperial Agent who uses rocket packs, flame throwers and other “Q-Division” gadgets on their missions).