Astronaut Classes

    Joined
    Feb 2, 2014
    Messages
    8
    Reaction score
    22
    With all the recent updates that have been done to reworking the dynamics of ships, I would like some input on the Astronaut. I believe that adding a "class" system could help out with working various parts of gameplay and give an added benefit to have several people working together on larger ships. I have some recommendation, the numbers used in the example below are just examples and should be looked into for balance purposes. I have worked on bonuses but not penalties, as the bonus are pretty small.

    Pilot:
    +5% Max Speed
    -5% Jump recharge

    Gunner
    +5% Weapon Damage
    -5% Weapon Reload

    Engineer
    +5% Support Effects
    +5% Astrotechian Beam effect

    Scientist
    -5% Creation Speed (factories)
    +5% Increased Production.

    In order to make this fair and so people aren't changing on the fly, it should be part of the Plexundeather.

    I will update this thread with more options, bonuses, and penalties as I continue to think of this. I would like to hear other opinions as well as any other "class" ideas some people may have. I am thinking of a Pilot and Captain idea, one for small ships (under x mass) and one for large ships.
     
    Joined
    Mar 31, 2015
    Messages
    281
    Reaction score
    95
    • Purchased!
    • Legacy Citizen 5
    The scientist class would be very tricky to implement, since factories can only be placed on planets or asteroids. The other effects can be tied to the entered entity.

    If the player is getting a bonus, then there should also be a penalty:

    Gunner:
    +5% Weapon Damage
    -5% Weapon Reload
    -10% Support/salvage effect
    -10% Shield capacity/recharge rate

    Pilot:
    +10% Max Speed
    +10% Jump recharge
    -5% Weapon Damage
    -5% Support/salvage effect

    Engineer:
    +10% Salvage/support effect
    +10% shield/shield regen
    +5% max speed
    -5% weapon damage
    -5% weapon reload
    [DOUBLEPOST=1434324364,1434320791][/DOUBLEPOST]Actually, it would be fun to see a ground-combat based class as well for those that want to focus on the FPS potential of the game for base-invasions.
     

    Valiant70

    That crazy cyborg
    Joined
    Oct 27, 2013
    Messages
    2,189
    Reaction score
    1,168
    • Thinking Positive
    • Purchased!
    • Legacy Citizen 4
    I think modular suits that can be configured into a variety of roles would work better and be more interesting.
     

    Winterhome

    Way gayer than originally thought.
    Joined
    Jun 29, 2013
    Messages
    1,929
    Reaction score
    636
    Or we could just keep it fully sandbox and make the players design their own astronaut stuff.
     

    Keptick

    Building masochist
    Joined
    Sep 26, 2013
    Messages
    4,062
    Reaction score
    1,841
    • Councillor 2 Gold
    • Railman Gold
    • Thinking Positive Gold
    ^^^ A module system would work wonders, or something like that. A system that lets you customize an astronaut suit would go a long way towards modular and fun astronaut gameplay.
     

    TheOmega

    The reason Deb needs meds
    Joined
    Nov 20, 2013
    Messages
    218
    Reaction score
    37
    • Purchased!
    • Legacy Citizen 3
    I'd rather just have overdrive not max out and need less blocks per total blocks instead of having a pilot class give me top speed bonus. 10% isn't very much.

    That said, how would the pilot work, certain percent of ship max speed added? Or acceleration, and would it count overdrive?
     
    Joined
    Apr 25, 2013
    Messages
    1,076
    Reaction score
    186
    • Purchased!
    • Legacy Citizen
    • Legacy Citizen 2
    StarMade astronauts don't go to school, so there wouldn't be astronaut classes! BAM! Take that, pro-astronaut-class guys! :cool:
     
    • Like
    Reactions: TheOmega