Not a fan of this to be honest. If they want to give the DAs a shimmer shield with a power weapon/ Dire sword, I'm down with that. But a setable powerfield is too much.
I think I'd be happier to see the Shimmershield rather than an energy field with a setup like deployable cover. Also, as for progression, it's been noted a couple of times that progression will be horizontal.. I am not quite sure exactly what that means, but what I can deduce is that you'll unlock options for all classes by playing just one. Because the devs don't want to limit you to a single role when multiple roles are necessary as you're playing. However, this could mean a few things. For example without considering other options or customisations, it could mean that you can unlock all these options for all classes, but you won't unlock 'perks' and the like, that kind of thing you would have to spend the EXP you've been earning on. With equipment in the picture, remember that all items will have further customisation options, this is meant to be one way of specializing your character. Assuming that you earn equipment and customisations by doing battle with a certain class, you'd only earn items for the classes you use most. As for 'Veterans' Rikamar did a thorough job of proving that they would be Elite Classes. They're versions of regular classes but they have more loadout points and so you can customise them more. Don't forget that apart from the unique Founders Store Elite/Hero Characters with their own unique loadout Elite Classes are also meant to be customisable. Keep in mind however, that this is 1. super off topic and 2. something that is very far away in terms of being released in its final iteration (or so I assume).
MOAR WORRRRRDS! RAWR! Horizontal progression means that a new player can take on an experienced player even with their default gear, the experienced player just has more versatility in options. Enables progression while not ignoring player skill. Play Planetside 2 to see that in action (Vanu Heavy Assault in particular has a very good default starter gun). While vertical progression is an outright power advantage in level & equipment regardless of skill. Pit a level 20 player vs a level 80 player in World of Warcraft to see vertical progression. I wonder how end-game traits impact this. Class Progression trees use EXP to unlock things. They are separate from each other but there is stuff in class progression trees that can be used cross class (ie a Howling Banshee earns an accessory in their progression that can also be used by a Dire Avenger). There is also no restriction to what can be unlocked. 6. Will the progression be free or restricted? By restricted, I mean like in normal RPG games where you can choose only 1 line to follow while abandoning the others. BRENT ELLISON: The progression trees aren’t restricted in that manner – you can eventually have all the certifications & accessories in the game. However, for end-game traits you’ll have to pay more for each one you want, making it (hopefully) functionally impossible to get them all. - here in forum Q&A Answers Compilation Thread. 1. (team question) How "deep" are you guys planning to make individual class progression? That is, how much time (even a guesstimate or what you would like is fine) would you say it would take for a person to get all the possible unlocks for one class? Will it be a decently long path that will see you needing to focus allot of playtime on one of the classes to max it out and feel like you have went from a novice to a veteran (the before mentioned veterancy of basic classes) or is the idea to not make the individual class progression too expansive as to make it easier for people to unlock multitudes of options/classes faster? BRENT ELLISON: Our goal is to make each class quite deep with around ~50 hours of unlocks per class (and of course there are items that can be used by any class sprinkled throughout each progression tree). The earlier parts of the progression are cheaper though, so you can go wide early on if you like. Note of course that this varies a bit from faction to faction, as Eldar have fewer options per class due to having more classes and Chaos progression is less class-focused in general. - said here in forum Q&A Answers compilation Thread. 8. Can you guys talk about HP, size and movement speed differences between factions/classes? Will we see armour or HP differences between classes on the same faction? for example assault and devastators should have the same stats, both are SM and both have the same armour, will you change that for balance reasons? BRENT: Accessories define your character’s survivability stats and certain accessories are locked to particular classes, so that can potentially affect any class. As for speed, anyone carrying heavy weapons (such as a Heavy Bolter or Reaper Cannon) is going to be slower. And the Eldar will overall be faster than the rest. - here in forum Q&A Answers Compilation Thread. 9. In tabletop and lore Space Marine Sergeants (and their traitor counterparts) are typically equipped with the iconic Sword+Pistol combo. Do you want it to be a viable build? If yes, what class will it be? A tactical with a sword or an assault without the jump pack? BRENT ELLISON: Yes, you can be an assault character without a jump pack. As to whether you can use a tactical with a sword or whether you’ll just be an assault veteran in a group of tactical is something we’re still working out, but most likely if you want to focus on melee weapons you’ll want access to the Assault-specific accessories more than the Tactical ones so there’s not currently any gameplay motivation for you to want to be a “Tactical without a bolter” character. - said here in forum Q&A Answers Compilation Thread. Wargear is earned through reward boxes after battles. Currently unknown if class usage effects the rate/types of rewards. 13. What are the current thoughts on resources/items we will collect during game play? Weapons? credits? BRENT ELLISON: Reward Boxes offer Weapon Bases, Weapon Mods, Consumables (grenades & packs), and Visual Customization components like different Armour Marks. We’re considering putting Vehicle Loadouts in there as well. - here in forum Q&A Answers Compilation Thread. Oh, also weapons can be traded with friends & guild mates. "-snip- The weapons themselves can be traded. This is the current plan for the vast majority of weapons, but I won't rule out the possibly of binding on a small subset. -snip-" - said here by MichaelChan (Game Designer). By binding he means the item is bound to the account or character that uses it. I recall Devs mentioning an in-game store too, not the Rogue Trader Store (RTS), to make acquiring stuff not completely random/RNG. But I couldn't find where that was said so can disregard my wordery.
Ahh Rikamar I absolutely love your answers! Behold Ye Eldar players, a very detailed description of progression with solid information to back it up! I do have to mention though, my idea of horizontal progression was something like leveling one class levels all classes. What I figured would happen is the system you have so kindly described above. However, when I heard horizontal progression, the idea I got conflicted with what I was already thinking. It's good to know that you get decent investment returns for focusing on one class, especially if you're a one class kind of player~
1) I would absolutely not describe Planetside 2 as 'horizontal' progression. Although, sure, RPG like wow are by far more extreme. -heavy assault veteran can take gun upgrades: scope, forward grip or laser sight, compensator,.. These are not 'sidegrades'. -veteran players bring nanoweave armor for example, and now take an extra 2 bodyshots to kill. going from 7 to 9 is a significant difference. -heavy assault shield regenerates faster, and/or lasts longer,.. -The medic example: revive people with 100% hp, bigger and faster shield regen bubble,... Vs the poor starting medic. -aaand vehicles: completely vertical progression, with a few branch choices. 2) Have an upvote anyway, How much time does it cost you to gather all that info in your posts? 3) about 50 hours of progress per class: seems very reasonable. This then increases for further classes. I do wonder what horizontal progress one can offer the apothecary.. And in a sense, this brings an eldar advantage: completing an eldar class ought to be faster etc.
I'm guess I'm late to the party(haven't entered in a while) I feel like energy shields could be a problem as they would impede the movement of vehicles,seeing as they are meant for combat in the open.However,this is can be solved fairly easy. Have them last for a short while(25 seconds or so) after which they run out of power.Each Dire Avenger has only one,so he has to pick it up again which,let's be honest,can be very dangerous as they are meant to protect the user and his surrounding allies from overwhelming firepower.After he maneges to recover it,he needs to recharge it(as yet another form of cooldown). Now,if the battles are big enough,this would definetly grant the Eldar an advantage early before the team starts losing its shields,but since the Eldar rely on hit and run tactis,I guess it would make sense.But,it all comes down to how they handle the class switching and progress system.