The mod I envisioned would introduce profession classes for players to choose from, bringing more diversity and collaboration to the gameplay. The idea is to have four main classes, each with specific functions and specializations:
Gatherers: They are efficient at collecting basic natural resources like wood, stone, ores, and food. This class has specializations such as Lumberjacks, Hunters, Farmers, and Miners. They cannot craft their own tools and depend on the Artisans for that.
Artisans: They transform basic resources into processed items like ingots, tools, planks, boats, glass, and more. Specializations include Blacksmiths and Carpenters. They depend on raw materials provided by the Gatherers and the technology provided by the Sages.
Sages: They use advanced knowledge to create rare items such as potions, compasses, maps, enchantments, and redstone devices. Specializations include Mages and Engineers. They provide powerful advantages, like enchantments and technology, to other classes but rely on basic resources from Gatherers and items crafted by Artisans.
Warriors: Players specialized in combat, both offensive and defensive. Their specializations include Soldiers, Knights, and Archers. They ensure the safety of the other classes but depend on weapons and armor crafted by Artisans and rare items like potions and enchantments created by Sages.
Initial System: All players start as Vagabond, a generalist class with limited efficiency and restricted access to essential survival items. Progression to a main class is achieved through crafting items or trading with other players.
Class Switching: It is possible to switch classes, but this would require a certain level of progress and possibly incur costs or penalties to avoid constant switching and maintain balance.
General Objective: Encourage players to specialize in specific roles, making it difficult to create/use items or perform tasks outside their specialty, naturally promoting the formation of factions and societies to survive.
I haven’t thought through all the details yet, but I believe a lot of work would be necessary to balance the mechanics and make them functional in the game.
The mod I envisioned would introduce profession classes for players to choose from, bringing more diversity and collaboration to the gameplay. The idea is to have four main classes, each with specific functions and specializations:
Gatherers: They are efficient at collecting basic natural resources like wood, stone, ores, and food. This class has specializations such as Lumberjacks, Hunters, Farmers, and Miners. They cannot craft their own tools and depend on the Artisans for that.
Artisans: They transform basic resources into processed items like ingots, tools, planks, boats, glass, and more. Specializations include Blacksmiths and Carpenters. They depend on raw materials provided by the Gatherers and the technology provided by the Sages.
Sages: They use advanced knowledge to create rare items such as potions, compasses, maps, enchantments, and redstone devices. Specializations include Mages and Engineers. They provide powerful advantages, like enchantments and technology, to other classes but rely on basic resources from Gatherers and items crafted by Artisans.
Warriors: Players specialized in combat, both offensive and defensive. Their specializations include Soldiers, Knights, and Archers. They ensure the safety of the other classes but depend on weapons and armor crafted by Artisans and rare items like potions and enchantments created by Sages.
Initial System: All players start as Vagabond, a generalist class with limited efficiency and restricted access to essential survival items. Progression to a main class is achieved through crafting items or trading with other players.
Class Switching: It is possible to switch classes, but this would require a certain level of progress and possibly incur costs or penalties to avoid constant switching and maintain balance.
General Objective: Encourage players to specialize in specific roles, making it difficult to create/use items or perform tasks outside their specialty, naturally promoting the formation of factions and societies to survive.
I haven’t thought through all the details yet, but I believe a lot of work would be necessary to balance the mechanics and make them functional in the game.
I’d like to hear what you think of this idea.