Introduce Themed Classes with Unique Abilities and Costs
New classes that would fit different themes already used in-game.
Do note that I am not good at balancing and also might use some things that were not used before to balance out the classes. I will list the starting items first, then the pros and the cons and give the cost at the end. Let's start.
Poacher (along with Hunter)
Starting items: sawed-off shotgun, a pack of shotgun shells, 2 beartraps, but no shovel.
Pros: all the shotguns used by Poacher will reload and prime 50% faster. Meatshots (whenever all the pellets punch into the same target) will slow the enemy down to 35% of it's original speed for 5 seconds. Poacher is able to sell killed horses (15 bucks) and wolves (8 bucks).
Cons: horses, wolves AND werewolves detect the player from doubled range. Any other firearm that is not a shotgun reloads and primes 25% slower.
Cost: 50 bonds.Soldier (along with President)
Starting items: cavalry saber instead of the shovel.
Pros: similar to King-Knight interaction. Each Soldier in the team grants 15% resistance to damage for the President, maxing out at 60%. If a President is present in the team, all the Soldiers will recieve a 25% buff to reload and priming speed, as well as having increased accuracy.
Cons: Outlaws see the player in a doubled range. Outlaws deal 50% more damage to the player.
Cost: 50 bonds.Trader (along with High Roller and Tycoon)
Starting items: just the shovel.
Pros: every buyable item (except the ones in the Dark Church) are sold at a price lowered by 5%. The traveling merchant sells items at a price lowered by 30%. For every bought item, all the same items that are bought after will decrease the price (as in if you bought a snake oil, let's say, all the snake oils you buy after will have a higher discount) further by 5% each, capped at max of 50% discount for that one item.
Cons: all items in outposts are capped at max of 3 restocks (like in nightmare)
Cost: 50 bonds.Skeleton (along with the "enemy"-based classes like Vampire, Werewolf and others)
Starting items: just the shovel.
Pros: immunity to explosive and fire damage. Projectiles have a 33% to pass through and deal no damage. Lesser stamina usage (can't say the exact numbers but i'd say making the player be able to run 5 seconds more would be fair)
Cons: whenever you'd normally die from explosive or fire damage, you collapse bone-by-bone, but then recover yourself back 5 seconds later (as in you're stunned for 5 seconds). Melee damage is reduced by 33%.
Cost: 75 bonds.Cavalryman (along with Ironclad)
Starting items: a tamed horse, a spear, a chestplate.
Pros: melee charge up time is decreased to 0.4 seconds (normally 0.6). On horseback the charge up time is back to normal, but the melee damage is increased by 33%. When the horse is below 50% health the melee damage buff is increased to 50%.
Cons: all firearms reload and prime 66% slower. Accuracy is lowered.
Cost: 75 bonds.
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Split Suggestions
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