Classes on New Game

Post ideas & suggestions you have pertaining to the game here.
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Amariithynar
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I had the idea that perhaps the Pilgrim might have a few "class choices", ie; reflect what they did prior to embarking on their Pilgrimage. These are base ideas I'm positing for people to work on with me and refine.

-Engineer would start out with a complete Engineering Degree As seen here, A Shipyard Toolbox (repairable = level of item - current repair level. Ratio and downsides TBD; Can take damaged armor plates and cannibalize them into armor patches appropriate of the weight/type), knowledge of all non-alien items (devices, cubes, ROMs, barrels; You know what they are by doing minute tests on the object, or... just reading the owner's manual, the bane of any normal person's existance), a Salvager's Hold (Extended hold purely for holding salvaged items- an extra 100 tons of space that can only be used to hold equippables, damaged or otherwise), a handful of light armor patches added to inventory at early game, and an intrinsic 10% shield bonus and 2 HP/sec regen bonus. The tradeoff would be a weaker ship loadout on startup (weaker weapon, armor, shield, that sorta thing; Couldn't afford a better ship to pay for the Degree), a Debt that needs to be paid back (75K credits or so, will be warned if too long (2 hours?) pass without making a payment, adds payment option at any Commonwealth station, if left unpaid will cause Commonwealth Police to spawn and ion/EMP you until shields are down, then take you in to pay your debt, if you can't pay, game over?) and a 20% intrinsic damage reduction to all military weapons- You fix things, not break them.

-Soldier/Militia would start out with a Military ID (and the rank of Private/Militia), a NAMI launcher pre-installed with a handful of Stiletto and Longbow Missiles and a +10% enhancement on their base weapon, and a couple Military ROMs. Military ROMs would also be available to be given out (one per) by any Commonwealth dry dock/major station. They would also get a +10% intrinsic bonus to Military weapon damage (making them more adept at late game). To offset this, their energy costs would be 10% more (Soldiers tend to prefer overwhelming force to conservation of ammunition), and they would be unable to access any BM station or drydock. Any illegal material obtained would be able to be handed in at any Commonwealth station for a portion (30%?) of the cost of the item. Also (And possibly cripply) would be the restriction to Commonwealth Tech. In other words, nothing with +alien. Generously donated to the Commonwealth fleet, it could produce bonus equippables and consumables that emulate those abilities and are commonwealth in origin- ie, reverse-engineering. This would also distribute those items to other Commonwealth ships. Would be best implimented in a "weapon type" setup, where giving alien particle weapons would get better Commonwealth particle weapons, etc.

-Transcendants (Hard mode) would be a more "devout" person, devoted to the Pilgrimage; As such, would have a running tally of all items bought, sold, or found, and apply a tithe amount to each. Bought items would be 1000th the price, minimum 1 credit (Sort of a "shame on you for caring for material goods!") while those sold and found but not sold apply a 30% tithe requirement. Failure to pay the tithe amount would result in, after a set period of time, a message stating "Domina grows disappointed with you, child." followed by (after the same timespan) "Domina frowns upon your indiscretion, child." The first would apply half the plnalty of the second, giving a 20% penalty to all damage dealt and a 20% increase to all damage taken, as well as raise prices by 200% at Commonwealth stations; Sisters of Domina stations would refuse to have anything to do with you beyond accepting your late tithe. Also, they would be restricted to using a certain credit cost of items determined by your overall progress; time spent playing as well as distance travelled, combined with number of missions done would give a (hidden) amount. Contemplating would give an estimate (+- up to 10%) going over that limit immediately warns that you are looked upon with disfavour for cherishing material goods, and imposes the first penalty. There are no benefits to playing in this mode, other than to make the game more challenging.

And I can't remember the rest of the class ideas I had floating around because I've been working on this post for a few hours now. >_>;
RPC
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I second this motion, but I have a feeling it would not be cannon and would rather become a mod, maybe for the Sandbox :)
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Drako Slyith
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I agree. This would be a cool addition.
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Resident-Pyromaniac
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It is a good Idea, Maybe the Class would be tied to the ship? like sapphire = Pilgrim, Freighter = Mechanic, and Ronin/Wulfen = CW militia.

I would like to suggest another class, too.

Rogue: starts with a smuggler's hold and BM ID. But is blacklisted from the Sisters of domina.
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Ttech
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The idea is not bad, it would be interesting to have different classes however they would likely all go to the same classes as they are now but with the added ability to do different missions within the game of ability to repare things without docking. Much of this can be done with a simple mod though. I think it might be interesting in game having skills that other players or other roming pilgrims might make use of.
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Amariithynar
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Resident Pyro, care to expand on your idea? What other benefits/downsides might they have? Perhaps they always get a better selling/buying price? Or they do more damage to unshielded opponents, but do less damage to shields?
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