Petition: classless system

War of the Chosen was an excellent design model, offering a good dash of customization while keeping the good things about classes.

I find that classless systems tend to restrict rather than promote diversity because when everyone has the same options everyone has the same best option. At best, you end up in a scenario where different niches need to be filled, so you end up giving one guy all the shooting talents and one guy all the grenade talents, at which point you’ve just built more or less the same Sniper and Demolitions characters you would’ve in a class-based system, but with more paperwork.

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WotC certainly improved the FXcom’s class system but in my opinion Long War did it better. Their classes were more diverse, more balanced and, generally speaking, more interesting to use.

However, all of those systems had the same problem: perk-based progression. The problem with that is, your soldier either has a perk or he doesn’t. Meaning levelling up becomes way more important, compared to gradual skill progression systems(think base skills in classic Fallout or JA2) as even underlevelled soldier may have some points in skill A and thus do at least a serviceable job as A, compared to not having perk A and not be unable to do A at all. Which leads to high-level soldiers becoming so crucial to campaign success that losing even 1 or 2 of them means you might as well start anew/reload your last good save as there will be no recovery from that.

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Perks are fun though! I’d much rather play a game that had stuff like Run and Gun and Bladestorm in it than one that didn’t.

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You’re missing the point. The problem is not having a unique skill-dependent action, it is having it becoming instantly available upon reaching a certain level. Take bladestorm as an example. It is essentially a free melee overwatch. So instead of simply gaining this ability out of the blue after picking a particular class and reaching level 4 in it, it would be better to have melee mastery as a skill any soldier can train in(given stat requirements are matched) and then gradually gain better to hit values and decreased overwatch AP cost and extra overwatch attacks as your skill value grows.

That way, not only particular skills will not be hard-locked to arbitrary classes, but you also avoid a situation where you absolutely cannot use certain abilities unless you have a soldier of a particular level which makes losing such high-level soldiers detrimental for the success of not only a mission but the campaign as a whole.

Instead you will have 2-3 soldiers who are not yet very good with a particular skill but they can still do a serviceable job of replacing the fallen high-level soldier.

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I know exactly what you mean. Skills in XCOM are certainly fun but make more skilled soldiers crucial to the latter missions, so when best of your soldiers are gone and few ones are badly injured so you left with rookies then problems come with surviving any mission.
Moreover too many skills makes game more puzzle-y - instead of focusing on your position on the battlefield player is forced to look at available skills of his soldiers each turn and think of which of them and in what order use. It is no big problem when each of them have 1-2 skills, but later tactical combat is focused all around them…
And remember that PP would let to have up to 16 people in the squad, so without appropriate balance game could easily turn into some kind of jigsaw…
@Siilk I think you presented great solution to have rather some directions in training than out-of- blue skills.
Also to not allow the situation when one soldier could turn in some kind of terminator, some limitations on the skills amount should be considered, i.e. soldier could achieve mastery in one specialization or be multi-talented but in very limited fashion.
And one more important thing: some sort of training to increase soldier’s basic stats unless it could be possible only on the battlefield.

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Skills have a lot of good points though. You can see at a glance what this character can do, they create interesting puzzles and situations.Your point about the binary nature of skills is spot on though.

Having skills tied to the equipment alleviates it to some extent though. Keeping the bladestorm example, you could have the skill limited to swords (other weapons would give other cool perks). anybody with a sword could bladestorm, but since it would roll to hit based on their primary stats, green troopers may fumble a bit more than trained fighters.

For skills that have no reason to be tied to gear, tiered skills could be an option (you get bladestorm lvl1 on your first promotion, lvl 2 halfway through and lvl.3 on your last one) but I find this clumsier than just tying most skills to actual soldier stats.

The issue with LW builds is that soldiers who rank up gain extra skills AND extra stats, and this double dipping (triple if you consider equipment power creep) makes them exponentially valuable. In the Zone means that a sniper hovering above ground with a flying suit and a scoped plasma rifle will decimate entire pods, but trying giving ITZ to a rookie with a pea shooter and he’s likely to miss his second shot, ending the streak and wasting the skill.

If you have a progression system were stats and skills are decoupled to some extent, you can start seeing a broader range of soldiers than rookies that tag along for XP and vets that carry the world on their shoulder.

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There are other natural limiters that can be applied. Exponential costs/time investment/facility slots. If you need your best guy to be away for a month to learn that extra skill, and have to pay the equivalent of a full training for another recruit just so that he can add this ability to his CV, maybe you’ll reconsider :slight_smile:

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I spent more than 500 hours in it, I think (and still playing it). I don’t actually like this Training Center. Somehow it looks to me like a legal cheat - a facility to create superheroes. I prefer that simple and effective 2-side class skill tree introduced in Xcom1EU, and I like that certain skills are limited to certain soldiers and classes and that they can’t spam different super-effective abilities stolen from other classes.

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Ye, that’s how I do play (with random skill assignment). I really like that every soldier is unique. And I like randomness. More randomness - more replayability.

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You’re funny :stuck_out_tongue:

I liked the Training Center but I would say it made the balance issue worse in some cases. For example a Templar getting Bladestorm was ridiculous (though they are imo a sub-par class without it). Or I would say the biggest offender was being able to get most/all skills of a Reaper, who was already easily the single strongest unit even before you started stacking multiple skills from the same tier.

I think a Training Center-esque system would be nice, the biggest potential downfall is such stacking of abilities potentially becoming too powerful or if skills are randomized then certain soldiers being a bad long-term investment due to whatever skills they rolled (or didn’t roll).

One last thing is that I would say that people should be able to see future skills that aren’t unlocked yet. It makes it rather hard to plan out a soldier when you don’t know what their other skills are, and if you go with randomized skills (which I’m by no means against so long as they’re properly balanced) then not knowing what your soldiers are going to get access to in the future is going to make this problem even worse.

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Bladestorm is a bit overpowered in general. The training centre allowed you to buff up a super character because of the shared ability points. I think I nearly maxed out my reaper character, but ultimately she was actually underpowered in the late game. I simply didn’t bother taking her into the final mission. Very useful in the early game though.
I do agree about seeing future skills.

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I agree partially with a classless system. After basic training, there are a lot of cross training in the military. I’m sure every infantry can pickup any weapon and be semi effective with it but specialized training helps. I like that in FXCOM, everyone starts as a basic rifleman and gain their specialty as they gain experience but they should not be lock out of equipment they can use. With the possibility of having your weapon knock out of action or out of ammo in PP. You should be able to pick up equipment from a fallen/out of action comrade and use them. A Marksman or Heavy should be able to pick up a rifle and use it with no penalties but an Assault may suffer some penalties for using a Sniper rifle or Machine gun.

Skill gains should not be random. Skills gains should reflect increase proficiency as you gain experience, which should tie to the actions you perform. So a Marksman will generally gain bonus with a sniper rifle but if they ended up having to use a rifle (broken weapon or out of ammo) and did well with it, there’s not reason why they won’t gain a bonus with rifles. Same with a person that use LOS advantage to spot enemies should gain bonus perception in time or someone gaining better result from using a medkit many times.

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I don’t think so. My rangers use it maybe once or twice per 1 full game walkthrough, because “mellee overwatch” is a rare thing to happen. There is one “exploit” though, to place ranger right on enemy reinforcement flare. In this case he will hit all those who have arrived )) Another good option for this skill is vs Chryssalids on terror (haven attack) missions. But this may result in one more dead ranger and fresh Chryssalid cocoon ))

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I like soldiers developing personalities – partly because of what you have them do, and partly because of them being themselves.

Another thing that adds personality, and which could be used to counter late-game dominance, and also to soften the loss of battles, and, eventually, soldiers, would be … permanent injuries! I believe you may have mentioned this as something you’ll want to include? I think that’s an absolutely great idea!

Say your most experienced asault gets a crippled knee at some point, and just can’t fix it. She’ll still be a great soldier, but some of her potential has been lost, never to be regained. This’ll make your recruits more interesting as well, since they will eventually replace that assault, when the other leg gets shot off, and one of the eyes poked out, too. However, you won’t lose the spearhead of your troop instantly, which would be certain doom. It also reinforces the feeling that these soldiers are mortal, too, and you need to be careful with them. And again, it adds personality.

Of course, cybernetics, mutations, etc. could also come into play here, depending on circumstance :robot: :crab::man:

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When they couldn’t die with all these injuries you had mentioned they would seem rather immortal :stuck_out_tongue:
I agree that some injuries adds to the personalities and uniqueness. In XCOM injuries or bruises were just customizations, in PP they could be a real deal. But still it shouldn’t be overused, especiallly when some mutations are yet to be added to the pool.

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I’d imagine most of the forum. Short summary: not a fan, especially not of the new training hall that just ruined any challenge in the game. It felt rushed and it did nothing but trivialize an already pretty easy game. And it did all this while highlighting all the failings of the original class system, which is some kind of performance. Not a good one necessarily.

But to this I’d respond with another question: anyone played and/or remembers UFO aftershock?

That game, well the UFO series in general but aftershock in particular is fresh in my mind due to a recent replay, had a very organic way of handling soldiers and “classes” with a natural sort of limitations built into it.

For people who don’t know/remember, the game nominally had no classes. What it had were a large number of specializations that every soldier could train in (at a cost of time and resources). Each spec came in 3 levels, each level granting progressively better perks/abilities based around a certain play-style/role the soldier could have, with some built in complementary skills with other specs to encourage mixing and matching. Crucially, each soldier could only ever train 3 specializations. Also crucially: soldier stats were decoupled from the spec system. While certain specs benefited from certain stats, and could even rarely buff those stats, the only legit way to increase the basic stats was having the soldier fight, earn XP and level up. It made for an interesting system of creating on the fly combos and unique classes while still having a structure to things AND preventing the super-soldier syndrome by simply not letting soldiers become masters of everything eventually. Granted, it could be abused, and some combos are almost disgusting in how powerful they are, but it’s an old game from an age where balance wasn’t something everyone got their panties in a twist about.

It also had the benefit of making soldiers useful outside very restricted skillets that normal class systems bring. A sniper in that game could have anything for his 2nd and 3rd spec, letting him adapt on the fly to the situation. He had a decent stealth score from his long range training, so he could easily if ammo ran out or his sniper was inefficient become a flanker/scout. And with some training in another stealth focused spec, commando, he could become very proficient with close range and melee weapons so he could use that stealth to engage or surprise any melee enemy who thought he bagged himself an easy sniper kill. As another interesting aspect of that system: soldiers did not need to have 3 level 3 specs to be effective even in the late game. If good stats were part of the deal when recruiting, and the soldier was leveled well, he could do just fine with a mono or dual-spec build. Or have 3 specs but all of them level 1. Training was a choice dictated by resources and the needs of your squad, but you never felt not training a guy made him useless.

Now there’s not much available to read about the class system PP has, much less a in-game demo of it to tinker around with, but from what little is there, it sounds like recruits come in 3 archetypes defined by/defining their stats, and then they can train/specialize in a particular branch of warfare? with their background serving to give each a unique approach to that chosen field of combat (so a heavy who later becomes a sharpshooter will bring something else to the table than a marksman who becomes one)? It sounds interesting, but also a bit more restrictive than the UFO system. Also no mentions of how the stats progression is handled, which I strongly believe should be decoupled from the class system to prevent veterans from becoming flat out much more powerful than lower level units (ideally, operating on the 8 level system on nuXCOM, being one or two levels behind on the class but having great stats should make that soldier a viable replacement for the veteran).

Which brings me to another point I want to make based on the UFO system: that system focused a lot on passive benefits in it’s training. From opening up new equipment proficiencies (like handling heavy armor/weapons or mastering combat with melee weapons) to training a soldier in how to remain hidden better or to instructing the soldier on how to evaluate the condition of enemies (thus opening up more detailed information about the state of the enemy beyond what you start with which is basically just a general “healthy” or “wounded” tag), that system had I think no ability tied to some magical rank in some magical class (wait no, sniper training let’s you target independent body parts, that counts, but it’s the only one I remember). Training simply allowed the soldier to use better or more varied gear opening up his tactical options. or use his gear in new ways (like psionics learning to use more fine tuned settings on their psi weapons beyond the basic “turn brain into soup” setting). While I don’t think having skills tied to a certain class is a bad thing automatically, I do think it needs great care in execution. Specifically, I don’t think a class should have it’s skills hidden behind a magical ding of the level-up bar. If this guy just finished sniper boot-camp, I expect him to be able to to everything a sniper can do. He’s just not going to be as effective at it like the guy who trained him, who by now has a few dozen sorties under his belt. Give a soldier all the skills of the class up-front, and make later levels of the class/more refined training let him use those skills better or even learn more unique variants of the skill. Say every sniper can focus and fire a very accurate shot as an ability (the aiming circle is practically non-existent). Well, a better trained and experienced sniper could, based on his background experience, enhance that skill. A marksman’s might be a “select body part and I hit it” sort of deal, while an assault, with his better dexterity and alacrity might learn to fire twice in the same breath and a heavy would pack a special round that is highly likely to knock a target prone on impact. Make these things interact is what I’m saying, potentially in less restrictive but more organic way than simply locking abilities behind random ranks and having the origin of the character manifest as a single unique ability. It’s still a class system, it’s just a less arbitrarily structured one and it gives more control to the player in designing his soldiers while still implementing limitations to prevent the super-soldier syndrome of a classless system.

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I’m perfectly ok with having classes, as long as they offer flexibility. Most successful XCOM mods try to open up gear selection to allow every class to use multiple weapon loadouts instead of a designated pair.

I vaguely remember UFO’s training certifications and I think it was indeed quite decent, would need to get a let’s play running to check that.

While there is an inherent issue with rank ups deciding everything (stat increase AND skill acquisition), I’m not sure it would be wise to frontload all skills after a 5 days training. It’s not completely absurd to expect a soldier to have to get their boots dirty in order to learn skills like deep cover or death from above. I don’t want to delve too deep into realism, but the time scale hint at short training times and there’s only so much you can learn in a few days. I have no issue with soldiers needing field experience to put these skills to use.

On a sidenote, I’m not overly fond of “game changing” skills acquired at higher ranks either.

Let’s not forget that FXcom’s simplistic class system also allowed them get rid of the plethora of stats that was present in OGXCOM (for better or worse). You don’t need to have a heavy class if your soldiers have a strengh/stamina stat to determine if they can carry a rocket launcher, but if your stats are limited to AIM, HP and willpower, you need something else to make those distinctions.

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If you have someone else scout you can have the Ranger run in and slash a pod. Then when they scatter he will slash them all again depending on where you placed him. It also makes anyone who has it immune to the Lost and is excessively powerful against any other melee unit.

I didn’t like the X2 melee units as it felt too game-y and only works because of the turn based combat. With how the enemies of PP are shaping up I think I would be more receptive to it but I don’t think a unit should focus on it.

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I’m curious, how do you find her to be underpowered? While I wouldn’t take a squad of them and they aren’t needed for the final mission (no single unit is) I found them to be extremely OP even late game. They could ignore some armor, they regularly had Shredder as an XCOM perk, killing a unit didn’t break Shadow, they had something like +5 for crit damage, Shadow let you scout better than anything else in the game, Annihilate would delete anything that wasn’t a Ruler (trivializing the final room), Homing Beacon guaranteed the next shot to hit, and probably a few other things.

Granted it could also depend on how one plays, but because of all that I never would have thought of the Reaper as underpowered. So I honestly am curious to your view on the unit and why you view it as underpowered.

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A lot of people are conflating “class system” with “locked out of weapon/equipment options.” That really needn’t be the case.

Seriously, just look at the Long War class system. It offered a wide range of specializations and a lot of flexibility within those specializations. A Scout could be a mid-to-long-range flanker with a powerful sniper rifle, or a ridiculously long-legged scout with an SMG, or something else. A grenadier could specialize towards destructive power or support (smoke, flashbangs etc).

And while no class could wield every weapon, there were a wide range of weapon selections. Infantry could be given a normal rifle or a more powerful but cumbersome heavy rifle. Grenadiers could carry a rifle, heavy rifle, SMG, or even a shotgun. And so on.

Class systems need not take away from character flexibility at all. They can even add options that would be difficult to envision in an RPG stat system.

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