This suggestion was inspired by a few threads (
1,
2) that i felt it needed to be expanding more. Here i will telling my idea how could this work in the RPG. I'll be explain a few commands, varieties of classes, their effects and some other things. Feel free to share one of your ideas that you like to add and if everyone thinks in good i'll consider adding it to the main post
Firstly ,the player would need choose an element (if haven't yet) before he can pick his desired class to be in. After that ,the player can type
/b c d(or /bending class display). In the chat would then pop a list of every classes that are to pick choose from. He/She can then look for up each individual class information and benefits in being one of those ,by typing out
/b c h( or
/bending help)[class]command. After the player decides in which (s)he wants to be, the player could then type do
/b c ch( or /
bending class choose)[class] . Each Class can only be held by specific assosiated element ,so the bender can only choose the proper class that is meant to be associated with {in avatar case ,if he holds all element he can any class he wants),and she/he can ONLY be in one class. Each element would consits this listed classes to choose from:
Waterbenders can only join one of this four classes:
Northern Water Tribe
Southern Water Tribe
Foggy Swamp Tribe
For fire:
SunWarriors
FireNation (this would be seperate into a few more known as "subclasses" that i took idea from
@owlcool )
- Heavy Style: Would have greater Defense (as equal to their ordinary offensive) (f.e wall of fire would protect most of the attacks then ordinary firebender). Attack abilities would deal more damage. More control over their bending ,meaning that it is less likely to burn yourself. Would have acces for such certain moves, like FireBreath
- Medium Style
- Light Style
(if u know more more classes for firebenders ,please let me i'll add them)
Earth:
Dai Li Agents
MetalClan
SandbenderTribes
Metalbending Police Force
And air:
Northern Air Temple
Southern Air Temple
Western Air Temple
Eastern Air Temple
And their is a Republic City class ,where everyone by default would be (if they don't belong in any class. This would have all benders and non-benders. The Class won't gain you any power or anything special ,but i believe server owners can make it as an exception - make them spawn to a city and make them part of civilians or similar aspect
. RPG's class sytem tied with Probending plugin ,additional class could be added called ,yes you know it -
ProBending. This could be use only in probending arenas or when in a match, where there class gets disabled and switches to this one.
Every class would different from everey other ones adding the player some buffs and/or debuffs . For instance, a
northern water tribe player would get a resistance effect and there defense abilities would get stronger when the player (a.k.a the notherner) is hit by another bender ,indicating that (s)he is in a fight with someone (this was thought by
@Hero in his thread for the WB class and their effects). This is just an example that could be include as for other classes from one’s element (post in comments what kind of functionalities for other classes should be added). Here my thougts on some others that could be applied the power to their bender:
Sandbender Tribe: Would Bend the sand more easily and faster; Sandbending classified moves for them would have short chargetime then to regular earthbender (like
SandGrib move) (if they ever get added as for now sandbending is consider a subelement). They would have hard time controlling regular earth(long cooldown ,less damage) opposite on how would they band sand easily then a regular earthbender. As their classified by this class ,they would need to have a decreased hunger due to the consideration their tribe is located in a desert and they need away to adapt with lack of food resources found in there.
Metalbending Police Force: Would have access to their "special" Police Armor (/or have some of those in their inventory); won't need grabling hooks to perform the ability if they are wearing this armor.
Foggy Swamp Tribe: Would be dealing more damage to their enemy with their subelement - plantbending abilities(once they get added) then to regular waterbender's plantbending attacks; Would deal less damage when using icebending attacks and have hard time controlling(it will took longer for them to shoot icespike,raise them and ect.)
Southern Water Tribe: Would get a speed and strength boost when the player (a.k.a southerner) hits by the opponate (opposite to Norther Style ,as you need to be hit by other rather ,because Southern style by fact is more offensive type rather then Norther being defensive one), indicating that (s)he is ready to fight (The idea i took from
@Hero's thread). Their offensive moves would be more faster and versatile.
This passive power would wear of after some time ,but you could always active it again by dealing damage to your opponate.
If you have thoughts for other classes on what powers it should old, please share it
Thanks for taking time reading this