User:Walinorr/Tinker class ideas

The tinker is a technological "shapeshifting" class with the ability to play two main roles- damage dealing (with Mechanism tree) and healing (with Correcting talents),but it can also buff,crowd control,pull,and be an utility class when needed (with the Reinforcement tree). Tinker is versatile class which adapts to the situation by changing mechanical forms.

This class usually plays a supporting role,providing benefits to all members of the group.

(note that the whole Tinker class is based on the Maelstrom themed expansion,called,I suppose, )

= Background =

The philosophy of the tinkers is not so simple. Tinkers are smartest adventurers on Azeroth,who try to achieve their goals by creating and designing numerous inventions. The tinker is usually dedicated only to his inventions,with no will to attack first,but,when challenged,tinker can be very dangerous,due to the fact that his creations are,at some point,designed for fight.

As tinkers begin to spread to all the races of Azeroth, the idea of the "typical tinker" may continue to change(towards "war tinkers"), but inventiveness and intelligence will always be an important part.

Tinkers are most commonly found among the dwarves, gnomes, and goblins as they produce rifles, zeppelins, and other technological innovations currently found on Azeroth,but with the creation of the New Tinker's Guild,many races decided to join it and begin their "technological rebirth".

History and founding of the New Tinker's Guild
While the Alliance and the Horde led the war on the north,against Lich King and the Scourge,in the South,on the Kezan Isle,the group of highly appreciated goblin tinkers (which were not members of The Thinker's Union) decided to leave the Undermine,unhappy with their status. Under the leadership of Gaz Cargoliz,they moved their equipment and inventions to the small isle in the South Seas,called Isle of Doctor Lapidis,and built their newfound faction there,calling it New Tinker's Guild. They pledged to offer their inventions to anyone but Undermine.

Months have passed,and once a small community of goblin tinkers now counted over 1000 members of all races,offering their inventions and creations to everyone in the South Seas- merchants,pirates and even notorious Naga. In doing so,they had some sort of protection from their former bosses-rulers of Undermine.

In-game storyline
Months later,the war against the Scourge ended,and Tinkers began cooperation with new forces on the Seas-the Horde and the Alliance.Naga saw this as an act of treason,so they caught and almost killed the leader of tinkers-Gaz Cargoliz. After this,Cargoliz decided to let their new members to join the Horde and the Alliance,and try to save what can be saved. This enraged the Naga even more,so they almost burned Doctor Lapidis' island to the ground. But,in the moment of the Naga attack,the Undermine expedition,together with some Horde and Alliance forces, landed on the island and save it and its inhabitants. Tinkers then decided that the stupid war against the Undermine should end,and,in gratitude,rejoined their former faction-The Undermine. They were now free to walk the streets of Undermine,but they also had some kind of independence that allowed them to be a separate Undermine faction,and train new tinkers for the Horde and the Alliance.

Note:Player's role in this part of the story will be explained later,through the full quest line.

= Hero Class Overview =

To unlock a Tinker,player must have at least one level 65+ character,on any realm. The Tinker combines mechanical gadget shapeshifting and mainly ranged mechanical devices to deal damage,heal,or fulfill any other role that is needed. This Tinker class is based upon mostly goblin lore,but with a hard influence of gnomish inventions.So,Tinker is a mix of goblin and gnome style,combined with very unique steam punk thematics and look.

Unlocking your Tinker
The Tinker is second World of Warcraft Hero class,and with Death Knight it shares a specific,similar methodology of unlocking. This is a separate character from other characters and can be created as soon as one of your existing characters on any given server reaches level 65. After making a tinker, you will not lose access to any of your existing characters. The tinker starts at Isle of Doctor Lapidis,with a small set of abilities and set of uncommon gear. When you leave Island of Doctor Lapidis, you will have a full set of rare gear ready for Northrend. At the beginning of the Tinker's "career",player must learn how to control and play his new character.This is done through the set of Tinker-specific quest chains. These quest chains will include creating and improving gadgets and mechanical devices,using steam engines and various machines. All quests will include a specific character-related story lines,combining each other through one spectacular epic story (which will be introduced later,together with the quest chains).

= Class mechanics =

1.Resource system-Steamechanics
Note: The name of the resource system-Steamechanics,can easily be changed,and it is just a placeholder for the specific resource system that i'm about to present now.

The base of the Steamechanics is a Steam heat system. At the beginning of the encounter,the player has 1 Steam heat point.(in further text SH point.)When a spell or ability is used it generates a certain amount of Steam heat points (this depends on the "power" of the ability-low damage/heal spells will generate less,and "strong" spells will generate more of SH points.) If Steam scale reaches its end-100 SH points,then the player will not be able to cast any spells for 3-4 seconds.This period is called THE OVERHEAT.When that time period is over,the SH scale will start to lower the amount of SH points,going from 100 to 0. In the "lowering SH points" period,player will progressively be able to cast stronger and stronger spells. The Steam heat scale is,by rounds,divided into four equal parts- green (form 0 to 25 SH points; not very dangerous zone-player can cast weaker spells and he will remain in this zone), yellow (from 25 to 50 SH points; not so dangerous-but still more dangerous than green zone), orange (form 50 to 75 SH points; dangerous zone-it can produce overheat relatively easily) and the red zone (from 75 to 100 SH points; very dangerous zone-it can produce overheat with even some minor spells). At the end of each part of the SH scale (except of the red part),there is a round-a marker for onsets. The onsets are progressively stronger attack-similar to combos.. When player reaches the end of one part,a possibility for onset will open.So,the player will have 3 possibilities for onsets. But,he must be aware that using a onset generates so much SH that the SH scale will immediately fill one of its parts. That means that if the player uses a onset at the end of green part of the scale,the yellow scale will fill,and next spell will be at the orange part. If the onset is used at the end of the yellow scale,the orange will fill,and the red part will be the only one left for the spells. And if the player use a onset at the end of orange scale,that will immediately produce Overheat.

Player will,at the final experience level,have 6 onsets-2 for the end of the green scale (not very strong onsets), 2 for the yellow scale end (stronger onsets) and 2 for the end of the orange scale (very powerful onsets,but,as I said,they generate Overheat in a moment)

This was the first part of the class mechanics,which should clarify its resource system. Hope you understand it.

2.Introduction to Game play
Note: This is the simplified version of the beginning of the Quest line and its main purpose is to explain some aspects of the gameplay.The full version of Tinker quest line will be introduced later.

-At the beginning,the player is equipped with uncommon leather set,weapon,and few basic spells.These spells provide a good amount of damage,even on the higher levels,and they also generate a small amount of Steam Heat points. First few quests will include learning and practicing this,non-mechanical fight. -After mastering non-mechanical fight,the player will be introduced into the completely new fight system-mechanical fight. First quests in this aspect will be about learning how to construct and control mechanical constructions.

3.Mechanical aspect of the game play
Note: This type of fight is not truly necessary,but it is highly recommended,because of its special way of functioning.Namely,mechanical fight and moving works pretty much like Druid form-Moonkin.Accurately,mechanical forms and gadgets can be used to very much improve player's actions and statistics. This means that player doesn't have to use mechanical improvements,but without them,he'll be very weakened.