Multiclassing

I am still not clear if this feature(MULTICLASSING) will be available in Elemental or not, but I sure hope it will be available in the game engine mechanics or at the very least for modders. If Rping will be a part of Elemental Hybrid vision, the ability to multiclass units or at the very least heroes is a very engaging and important part of character development.

There are so many promising  and fresh things expected to pan out from Elemental, but I fear through all the excitement we will forget some of the proven "Fun" aspects that us gamers have come to expect, such as multiclassing. If multiclassing is on the table for consideration I sure would like to see no limitations as to how many classes one can multiclass,  but instead penalties that are added(cumulative the more classes one takes) for being a "jack of all traits". (Maybe this can be done in the form of a shifter class if there will be no multiclassing available) *hopes* ( I like to shapeshift and RP such). :ninja:

8,700 views 9 replies
Reply #1 Top

After some Spellforce (playing it again after Impulse release), I would prefer an open system like that in which each level up you get points to increase stats (Strength, Dexterity....) and 2 points to pick up or increase skills (Light Combat Arts, Heavy Combat Arts, White Magic, Elemental Magic, Death Magic, Mind Magic, Ranged Combat). It has a chance of gimping your char if you don't know what you are doing (or want to RP) but allows a very nice customization that continues during the whole existence of the character.

Reply #2 Top

It's primarily a strategy game, not an RPG, so I think such complicated RP features as multiclassing are not necessary.

Reply #3 Top

So are quests.:P

Reply #4 Top

Well, I think quests are fun for most people, while multiclassing is fun only for RP maniacs ;P

Reply #5 Top

Doesn't multiclassing imply at the very least Semi-Static Class progression? And isn't our current Soveriegn design system designed to be completely open?

Are you suggesting here the ability to increase starting traits when you level up? I.E. being able to add Hardy upon attaining a level even though you didn't pick it a Sovereign creation.

While I would not be opposed to being able to add skills that would impact play in interesting ways during the game. I am definitely opposed to anything that makes the Sovereign more of a class based unit than an open unit.

As for quests in this game being RP, they aren't from my veiwpoint. They are a mechanic that allows for leveling without the need for combat. Another way to get goodies without having to find ruins, and a way to add a little depth to the dynasty system without getting a mate assigned to you.

Reply #6 Top

Yeah, I really haven't seen any kind of class distinction yet for the sovereign or for the heroes.  From how things are progressing it looks like you can design your sovereign however you like.  Want a "fighter", give him no magic books and boost his strength and con way up and give him some good army leadership skills for example.  I personally haven't explored heroes much yet so I'm not sure how they level up.  I'm assuming it will be like the sovereign (i.e. add points to attack, defense, movement, etc) but maybe it is done automatically for you like in MOM.  Seeing as heros are premade I wouldn't expect nearly as much customization as the sovereign though.

Personally I perfer the create your own class system rather than set classes that you can mix and match.

Reply #7 Top

There are no classes, thus there could be no multi-classing.

There WILL, however, be points to spend on stats (and hopefully skill points too!)

This game, as far as classes go, is closer to Elder Scrolls than Dungeons and Dragons, however instead of Major and Minor skills we have EQUIPMENT.

So yea, pretty awesome, not too complicated ... and I too hope that level ups will be super-customizable.

Reply #8 Top

the above answers have been enlightening, I was under the impression that the whole customization as a main part of the character development was second to the pre-developed and well thought out classes. I seem to remember a thread about a poll that Frogboy did  regarding the favorite class and I had got the impression that he wanted to put more resources on customization rather than pre-made models but then everyone seemed to want the pre made ones as well so I thought classes were back on the table. Guess I got confused.

 

Elder scrolls style of character development is not bad but if character creation and leveling will be totally customizable from the beginning of the game to the end as some suggest that is even BETTER! I can create my own and call them what I wish and give them the stats I wish that would be great! The reasons for multiclassing in RPing games can be given as one levels intentionally (in Elemental) with out affecting the way the game develops for others who do not wish to RP.(and we get to do TBS style tactical encounters how awesome is that!).

 

Thank you to everyone for taking the time to respond to my post :karma: .

 

 

 

Reply #9 Top

Anyone here remember Demon's Winter?  In that, each character had a base class, but when they levelled they received points to spend towards skills.  The cost of the skills depended on their core class.  A wizard could learn to use the sword, but it was expensive and cost a lot, just like a fighter could learn to use some magic, but again it was expensive.  The sword skill might cost a wizard 10 points, but it cost a fighter 3 (sword being the most expensive combat class, axes & maces were cheaper).

Just a thought....