Dieser Thread ist von einem anderen inspiriert worden: Originalbeitrag anschauen
This took me some time to come up with a way to bring the notes I had on the subject and figure out how to make it possible without having to restructure or rewrite the current races and classes as we were given them, and without requiring Bungie to invest hours of R&D into a technology or program that was not already built into the game. What I will be presenting does not use anything that is not already in the game, it just uses some of it in a new way so anything you read should be entirely feasible given what I can reverse engineer and reapply under a new or different aspect.
First let me explain what is trying to be accomplished here and why.
There are three races and three classes (and eventually 3 subclasses), however the selection of the first is purely cosmetic and has no in-game attribute or effect, the second - classes - has in game properties, but these properties are the same for everyone regardless of choices made in creation, and in effect are only effect branches over two power sets which barely represent the Class as a whole. The third, the subclasses provide the class with some degree of flexibility, but does not seem to truly fulfill what could be possible. Finally, we have the Grimoire cards - those unconnected (in-game) items that provide our guardians with small effects or awards as we level them up - keep them in mind as I am about to give them the key to making all of this happen without any major changes int the game itself.
In this proposal your choice of race, and then your choice of class will truly define you. There will be at first a small attribute or bonus related to these two aspects, that as you gain ranks in your Grimoire card for that combination, awards you with bigger and more exciting rewards. If you look at your current cards you will see that as you level some of them up (particularly locations, enemy and activity cards) they are awarding you in some way in the game. This is the built in function that we will be using to make the following happen, without changing what has already been set up in our current race/class situations.
[b]
New Grimoire Cards: Class by Race specialty[/b]
To start this off I am simply going to give an example of one card. This card is the Warlock card for the Human race. Like the other cards it has 3 ranks, like the other cards it is leveled up by the number of kills you acquire. In this card (and the others of this type) you will gain a benefit at each rank. The exact numbers I am going to state are totally arbitrary and should not be taken as anything other than an example of how this is set up, the same applies to the attributes or benefits. Here is what this one might look like:
[b]
Human Warlocks[/b]
"The humans hunger for the light and among them some have been able to manifest its powers and use it to destroy those that would bring darkness to the worlds. These rare individuals wield the light with a raw passion and inner fire that engulfs their enemies and restores them even from their own ashes."
Rank 1: (250 kills) +10 intellect (voidwalker - the human's focal subclass); +5discipline (Sunsinger ), +5 strength (New subclass)
Rank 2: (500 kills) Kills restore 5% grenade energy (voidwalker); Grenade kills restore additional melee energy (Sunsinger); Melee hits restore super energy (New subclass)
Rank 3: (1000 kills) Picking up orbs grants health (voidwalker); Missed shots have a chance to return ammo (Sunsinger); Melee kills grant bonus damage for a short time (New subclass)
Next the Exo card for the same Class
[b]Exo Warlock[/b]
"The manifestation of magic within the cold steel frame of the Exo has caused many of those so gifted to become outcasts of their race, an anomaly that is held with suspicion and in some cases, contempt. However, these rare units have learned to harness the light's energy and use it to empower their circuitry to effects that are not seen in most other Exos"
Rank 1: (250 kills) +5 intellect (voidwalker); +5 discipline (Sunsinger), +10 strength (New subclass - the exo's focal subclass)
Rank 2: (500 kills) Kills restore 5% grenade energy (voidwalker); Grenade kills restore additional melee energy (Sunsinger); Melee hits restore super energy (New subclass)
Rank 3: (1000 kills) Picking up orbs grants health (voidwalker); Missed shots have a chance to return ammo (Sunsinger); Melee kills grant bonus damage for a short time (New subclass)
Finally, the Awoken as a Warlock
[b]Awoken Warlock[/b]
"The awoken were among the first to learn to use the power of the light, and have not only harnessed its gift, but learned to attune to it at a level unreachable by the other races. The changes that occurred while they were in black space seems to have granted them the easiest access to the Traveler's mystic gifts"
Awoken Warlock
Rank 1: (250 kills) +5 intellect (voidwalker); +10 discipline (Sunsinger - the awoken's focal subclass), +5 strength (New subclass)
Rank 2: (500 kills) Kills restore 5% grenade energy (voidwalker); Grenade kills restore additional melee energy (Sunsinger); Melee hits restore super energy (New subclass)
Rank 3: (1000 kills) Picking up orbs grants health (voidwalker); Missed shots have a chance to return ammo (Sunsinger); Melee kills grant bonus damage for a short time (New subclass)
As you can see in this example each choice of race alters slightly the benefit of the class. This would repeat across all three classes, with each of the three subclasses having one race that stands out over the other two. This brings in a differential by race/class combinations that will make the player want to be one over another, or to specialize in a particular subclass if that race gains a benefit that the player is attracted to. It also varies up the predictability of class, depending on which race you are or are facing.
Of course I could go on and show you each race and each class, but I think this is enough to get the idea across.
Ideally I would like to see each race thought through so that the connections are viable and make the most sense, which should not be difficult and I think many of the players could offer up ideas and reasons behind many of them already. The objective is to use the existing tools and create a more versatile and varied list of guardians, as well as some real meaning behind the choices we make in our character creation.
Edit: Clarification on subclass ability bonuses thanks to - [i]hagintora[/i]
[b]Here is more from GKW's Expanded Series[/b]
[url=http://www.bungie.net/en/Forum/Post/72178812/0/0/1][b]Factions Expanded[/b][/url]
[url=http://www.bungie.net/en/Forum/Post/74023598/0/0][b]Ghosts Expanded[/b][/url]
[url=http://www.bungie.net/en/Forum/Post/74947949][b]Clans Expanded[/b][/url]
[url=http://www.bungie.net/en/Forum/Post/75151288/0/0][b]Activities Expanded[/b][/url]
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Need this