I’m a little embarrassed
I haven’t looked at this closely before. You have some amazing thoughts here Mr. Zorg, but I’ll disagree on something first.
Elite Recyclers do not have to be buff ships.
I realize it goes against the already approved change, but the option remains to make both the original recycler and the elite viable ships. Speed the old ones up, just a hair. As far as I’m concerned they’re fine now, but whatever. Then increase their combat ability. Again this should be a minor increase. This gives them a defensive value, as well as, makes them more useful if we get to fight over debris fields some day. Give the elite’s a huge capacity, slow them down (maybe 80% of current rec), and make them more fuel efficient.
Now, on to the intriguing part of Zorg’s post. Professions?
My suggestion is you create a menu on the options screen. You choose your profession and get the bonuses. The setting can only be changed once every 30 days. If it is decided that professions unlock certain ships, then changing professions would cause any disabled ships to simply disappear from the account. In my listing I will put my idea of the profession, a rational for it, the non-ship bonus, and a ship bonus. The final version could have just the non-ships, the ships, or both. I don’t think it should be mismatched because of the implications of changing professions.
First the classics –
Turtle – This is a strategy for players who cannot reliably fleet save. They depend on defenses to protect mine production and small fleets.
• +10% shields and armor for defenses.
• Rail Gun (it’s just a bigger gun, with a better damage to cost ratio)
Miner – Miners enjoy building strong accounts and generally participating in the social aspects of game play, but do not regularly conduct raids.
• +5% mine production
• Express Cargo ( 1 million capacity – base speed 45k, hyperspace drive)
Fleeter – I feel it’s important to split this category into several parts, but in general this is a player who tries to develop a large fleet and participate in combat actions.
Predator – This type of player actively hunts rich targets. Generally this is opposing fleets, but can include miners, turtles or anyone leaving a good haul sitting to be taken.
• +10% weapons and shields for ships
• The elite battle cruiser (roughly + 5% on all attributes
Pirate – These players scavenge the universe looking for soft targets for a quick buck. Often called farmers, they raid inactives and weak players. Running a hundred raids in a day is normal for these players.
• +5% Ship Speed
• ZYT-1400 combat freighter – A cruiser equivalent with lc storage and better fuel efficiency.
Paladin – This style of play is build around defending one’s alliance, but rarely going on offense without a reason.
• +10% armor and shields for ships
• Elite destroyer – a quicker big hitter.
Now for most controversial idea for a profession.
The pacifist – These players are mystery to me but there are a lot of them. They simply want to be left alone to tinker and build. On this setting the player would not be given an attack, moon destruct, or ACS attack option on their mission screen. Most importantly, they would only be hittable once a week.
After suffering any attack the player gain immunity from another attack for 120 to 216 hours. The reason for the randomness is so his enemies cannot plan for the exact moment to attack again and so he cannot plan knowing with certainty how long he is safe. Hits must inflict at least 5% of total points to qualify.