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Post If your class got a 4th sub-skill, what would it be and why?
If your class got a 4th sub-skill, what would it be and why?

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Sat May 12, 2012 1:00 am
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Post Re: If your class got a 4th sub-skill, what would it be and why?
A pirate or earthforce linked one to tie in with the expanded affiliation line. E.g shield monkey pirate affiliation could have some sort of malicious (detriment to others based) skill whereas EF affiliation would be a morally positive one (aid based)

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Sat May 12, 2012 1:08 am
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Post Re: If your class got a 4th sub-skill, what would it be and why?
Seer: +crit rate while visible.

The whole class depends on it, and alot of aug slots are used to achieve a decent rate to use other weapons than seer weps.

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Sat May 12, 2012 1:11 am
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Team: The Forgotten Colonies
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Post Re: If your class got a 4th sub-skill, what would it be and why?
Gunner class, sub-skill.
Idea 1.
Blazing Guns: Adds RoF boost and gives some sort of aura that makes nearby friendly targets gain small RoF boost also.
Idea 2.
Blood Frenzy: Similar to sniper aura, the longer your firing the one weapon the more it increases, It increases damage and RoF (a fair amount) but adds a -range that makes you have to get in close and personal with the enemy to hit. Releasing fire for a bit will make it revert back to 0, with 100% being very very close range.
Idea 3.
Precise missile control: Basically your given RTS control on missiles but for ones with AoE you can use a key to make them explode at your moment of choosing. Also makes MIRV missiles launch faster.
Idea 4. Missile Thrust: Giving missiles a longer maximum range and flight time.

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Sat May 12, 2012 1:14 am
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Post Re: If your class got a 4th sub-skill, what would it be and why?
Cool opportunity to see some balancing with t21, and some new "class ability" content. Kind of opposed to the 4th sub skill being something that isn't level locked in a way so level 700's put sp into it.

In general 4 sub skills ups the the level you would have to be to max out skills by a ton, and could tie into making lvl 3000+ roaming ai, that have as much frequency in DF300+ as BG's do in DF200+ (including DG's with new higher level ai's)

Love the idea! :D

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Sat May 12, 2012 1:16 am
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Post Re: If your class got a 4th sub-skill, what would it be and why?
Arkainon wrote:
Precise missile control: Basically your given RTS control on missiles but for ones with AoE you can use a key to make them explode at your moment of choosing. Also makes MIRV missiles launch faster.


Love this idea, infact this shouldnt even be a skill this should be coded in regardless!

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Sat May 12, 2012 1:18 am
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Post Re: If your class got a 4th sub-skill, what would it be and why?
A very interesting question. This topic is about to get VERY complicated!

Possible 4th subclass:

Idea #1
a skillpoint/killpoint based system exclusively based upon player vrs player aspects of two categories: player kills, base kills.

Idea #2
possibilities of aquiring some kind of spendable points based upon squad participation and play. points to then be spent on specific types of stat modifiers (aka lyceum) for enhanced performance or extended base class abilities.

example: Shield Monks getting a stat that allows them to squad lower level players, and NOT restrict the xp gained by those players based upon his/her higher level etc. point being the other players will get better xp since they are the DPS chars... and the xp devider in such a case be the highest lvl dps char on the run or squad.

Idea #3
Colonial administration subclasses that affect specific points of planetary management (goal: subbed players, who actually manage their worlds... get the FULL benefits of credit making - eradicate the build a colony and profit; never login except uni start/finish types)

management subclasses could then be based on spe3cific types of colony manements, construction on planet, production of resources with planet, etc.

Idea #4
Bases administration subclasses that are related to the 4 ingame main types, with bonuses etc, for: Station mastery, Merch Flt Mast, Extrct Ex, Colonial admin. this idea being possibley an alternate selection between colonial -OR- base subskill.

Idea #5
Courier type missions added to game that require player to start x station, carry to y station some commod, travel the route without dieing, timed and or with possible enemies trying to stop (pod) them - failure of mission if stopped/podded.

Idea #6
turning "piracy / honesty (and glory/infamy etc)" into a new fold of game mechanics with specific rewards or skills player can attain.


As you can see, I have ALOT of ideas... and thank you for finally opening a situation where players can influence and or comment upon future aspects of game play; and or additional game contents etc.

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etc. etc.


Sat May 12, 2012 1:39 am
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Post Re: If your class got a 4th sub-skill, what would it be and why?
CaCaMoRSeLz wrote:
...


Um... Pretty sure he means 4th sub skill with in a class, so for example he is asking

Support focus 21
Engineer class 21
Beam mastery 21
Damage control 21
Drone mastery 21
Unknown skill (this is what he wants your opinion about) 21

So your ideas on trade skills is kind of off topic.

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Sat May 12, 2012 2:01 am
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Post Re: If your class got a 4th sub-skill, what would it be and why?
a fourth Sub Skill to FC but giving any further bonuses to slaves would make fc OP so i was thinking fc's only weakness is fighters so how about a resist skill that would give an fc's fighters a .5% or 1% resistance to all damage per lvl
or I would a love a skill for fc that takes slave tweaking a bit further maybe get an additional 1% to slave tweaking per lvl and it could be called something like tweaking mastery.
i would post about other classes but i've been an fc fanatic
havent really messed with the other classes much

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Sat May 12, 2012 2:06 am
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Post Re: If your class got a 4th sub-skill, what would it be and why?
Increased hostility bonus' and increased critical hit resistance.


Sat May 12, 2012 2:09 am
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Post Re: If your class got a 4th sub-skill, what would it be and why?
Paxi...

I meant exactly what I said.

They are merely examples. and I did state specifically 2 or 3 ideas on main subskill etc stuff.

I related the trade stuff to be fair to the topic on both levels, fighting and colonising/bases etc.

After all, he might like the idea of main class skills getting NEW bonuses affecting the trade classes... therby possibly making a whole new multiplication of skill possibilities tieing both those areas together.


Sat May 12, 2012 2:10 am
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Post Re: If your class got a 4th sub-skill, what would it be and why?
I would want shit to lvl up to first tbh.

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Sat May 12, 2012 2:19 am
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Post Re: If your class got a 4th sub-skill, what would it be and why?
Drop the whole 4th sub-skill concept and just give all players the ability to train warp-speed travelling so you don't have to spend 50% of your time online flying around to destinations far, far away.


Sat May 12, 2012 2:45 am
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Post Re: If your class got a 4th sub-skill, what would it be and why?
Dark Brotherhood wrote:
Drop the whole 4th sub-skill concept and just give all players the ability to train warp-speed travelling so you don't have to spend 50% of your time online flying around to destinations far, far away.


I would much, much, much, rather have a fourth sub skill.

I think it would also be great if you maybe locked the amount of obtainable sub-skills to 3, and make them all exclusively useful by themselves. That way it would promote uniqueness in what's a rather drab, monotone and excessively repetitive end-game. Heck, add a 5th sub-skill to make it even more fun.

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Sat May 12, 2012 2:56 am
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Post Re: If your class got a 4th sub-skill, what would it be and why?
For zerk i would very much appreciate something that gives hostility and decreases elec usage of weapons.

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Sat May 12, 2012 3:43 am
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