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Post by En1gma on Mar 14, 2014 22:23:10 GMT -5
I have thought for some time now that for new captains, once the first levels go by, there is no longer much of an incentive to keep playing the way the way each particular class is meant to be played. For instance; utilizing fencing and commanding primarily for a knight character. Or haggling and navigating for a merchant. I just feel that if each class were to receive a certain bonus for selecting a particular ship over another they wouldn't automatically gravitate to the galleons just because they end up being the best endgame ship for *everyone*. Pirates could be swayed to utilize a pirate class of a ship over a war class, just as a knight would receive benefits for the war class ships over a merchant class. I'm sure there are many other ideas I haven't thought of yet, especially how each bonus would be balanced, I just thought that some true differentiation would help people truly roleplay, and roleplay differently for each class there is.
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Post by Cory Trese on Mar 14, 2014 22:45:38 GMT -5
I believe that one solution for this is the addition of ship type specific upgrades.
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Post by En1gma on Mar 15, 2014 7:25:12 GMT -5
Agreed, Cory. Maybe a bonus in the styling of Star Traders for each class? Merchants could gain reputation for trading in bulk or finding trade routes? Smugglers having a knack for finding gold or having a smugglers hold to hide commissions or gold. Pirates not sure... Maybe morale bonuses for winning fights at sea and capturing cargo from merchants and smugglers... Perhaps knights get cannon bonuses and fencing bonuses when on commission for their nation, driven by duty to fulfill their contracts. Not sure for swashbucklers... Sailors could gain balanced bonuses and do well with any type of ship. Just a few ideas I've been having lately
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