Some very interesting discussion in this thread.
Personally I am undecided if I want to expand on the current class system or abolish it. There may be a 'happy medium' in there somewhere.
Basically, from ME1 to ME3, BioWare divided powers into three sets: Combat, Tech, Biotic.
Then they created classes that used those power sets:
- Soldier, combat-oriented
- Engineer, tech-oriented
- Adept, biotic-oriented
- Infiltrator, combat-tech hybrid
- Vanguard, combat-biotic hybrid
- Sentinel, tech-biotic hybrid
For the most part, Soldier, Engineer, and Adept were given all the combat, tech, and biotic powers, and then those abilities were then distributed evenly amongst the hybrid classes.
The issue, if there is an issue, is that you may not have the tech, biotic,or combat powers you want on the hybrid classes.
ME1 also had an issue where the hybrid classes could be better versions of the pure classes when taking certain bonus powers.
ME2 fixed these issues by giving each class a unique power. The classes retained their unique powers in ME3 and gained one additional unique power. (Quick rant: Engineer and Vanguard had more unique new powers in Sentry Turret and Nova, while the others just got some form of grenade which I thought was lame.)
(Another quick rant: I thought ME3 had a bit of the same issue as ME1 where the hybrids were generally better than the pure classes due to how the power combo system works; tough to play as an Adept when the Sentinel is basically an Adept+).
One possible way of keeping the class structure while allowing more flexibility between the classes is modify KrrKs idea somewhat. This is something I have thought on and off for several months. I think I even thought of it a few years ago, and I doubt I was the first.
I'd actually like a system similar to that: Keep the 3 Main Specializations (Biotic, Combat, Tech) and have a fixed primary and a secondary ability set for each to chose from. Add to that something like the current Class defining Power (or two of that), which is unlocked based on the combination of those sets.
As an Example: Biotic + Combat --> Vanguard. (Obviously the real powers would differ somewhat)
The class defining power could get assigned based on the combination of both power sets -while disregarding the order of them.
In this case biotic + combat gets Biotic Charge as signature power. Based solely on the primary power set, the player then gets either Nova (biotic) or Carnage (combat) as secondary class defining power.
From the primary ability set, 3 fixed powers are added. (Let's say the primary set always incorporates the 'direct damage' powers)
Biotic primary could get e.g., Warp, Shockwave and Biotic Grenades. Combat primary could include something like 2 different Grenade 'Powers' (Frag and incendiary/Sticky) + Incendiary Ammo
The secondary set could include 2 powers, say a utility and a protectional one.
Biotic secondary could be Pull and Barrier, while combat secondary would be Cryo Ammo and Fortification.
This setup would allow for 9 different Classes (+Bonuspower), More if we allow more than 1 primary and secondary set per 'element'.
I think the KrrKs has a nice base to work from, but I would not go as far as trying to create 9 different classes.
My idea would be to allow the player to choose from the six classes: Soldier, Engineer, Adept, Infiltrator, Vanguard, and Sentinel.
Each class would be given a unique power, plus pre-set class passive. If you kept the current unique power setup, then:
- Soldier would get Adrenaline Rush and Combat Mastery
- Engineer would get Combat Drone and Tech Mastery
- Adept would get Singularity and Biotic Mastery
- Infiltrator would get Tactical Cloak and Operative Mastery
- Vanguard would get Biotic Charge and Assault Mastery
- Sentinel would get Tech Armor and Power Mastery
Then based on the class the player chose, you can the select 2 or 4 powers from a list (2 if want ME3 MP size, or 4 if you want ME2 size):
- Soldier can choose 2/4 combat powers
- Adept can choose 2/4 biotic powers
- Engineer can choose 2/4 tech powers
- Vanguard can choose 1/2 combat powers and 1/2 biotic powers
- Infiltrator can choose 1/2 combat powers and 1/2 tech powers
- Sentinel can choose 1/2 tech powers and 1/2 biotic powers
And if you want to keep the bonus power system, then each class can then select (if any are unlocked) any available bonus power from a list.
Theoretically, at least in my head, this should allow more flexibility among the classes while still retaining some uniqueness.
There are some bad aspects to having a custom class system though:
1. It may overwhelm new players at first as they may be confused and struggle when trying to choose their initial power sets. Providing the player with too many options before they even begin to play may anger them them or turn them off your game, causing them to quit even before they begin to play.
2. You are also essentially locking players into their initial power set choices without a respec, unless you provide/allow a respec option that allows them to re-select their power sets. If you lock players into a power set they initially thought would be fun/good but later find out they do not like, will cause them to quit, possibly permanently if they spent hours playing something they hated.
3. As some others have pointed out allowing custom-built classes makes it harder to balance all the powers. (Note, I think this is even harder if you keep the ME3 power combo system as it still tends to favor hybrid classes in a lot of circumstances, unless you restrict all classes to 3 powers instead of 5 in my proposal).
One possible solution to the above problem is to provide preset builds. for example, you can choose Soldier, then either pick a custom Soldier class, or choose the preset Soldier class.