++Classes++

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In the interactive game portion of Decepticon-Nation, your character adopts a "class" in the army that operates as his or her job. Each class has different strengths and weaknesses, and different numerical stats which will be referred to as "stars," or "battle stars," and should not be confused with the power points you earn and use in other portions of the game. Everything you need to know is explained below, and if you require any clarification feel free to ask in this journal.


+List Of Available Classes+
Communications
Cyber Ninjas
Engineers
Fliers
Front-liners
Guardians
Medics
Scientists
Tacticians
Zealots


+The Classes+
As mentioned, a class is like your character's "job" in the army. You should try to choose a job that describes your character the best, but if you can't find a perfect fit, don't worry too much, you can branch out a bit as long as your character still fits their category in a general sense. Classes have a few different important purposes in the game, such as giving your character specialized missions, and helping them build a sense of teamwork with people with other classes. Your weaknesses should be reduced by working with other characters that make up for them.

For example, if your character is a Front-liner and has low Intelligence points he will have to enlist the aid of an Engineer or Tactician to complete their mission.

Needless to say, we encourage all members to interact both in character and out of character to build strong relationships between their characters! ...As well as do a bit of haggling when need-be, 'cuz let's face it, not everyone works for free. You never know, maybe helping out someone else will pay off in the long run.

Now, when it comes to personal fights or a beef you have with some other player, stats will also decide who's con wins in a fight. But keep in mind: Strength isn't everything.


+Battle Stars+
Don't be daunted by the numbers! These aren't as complicated as you might think. Battle stars are a numeric way of dividing characters into different types of power. While one character might be physically powerful, another may have special powers, and another might have incredible stamina or intelligence. Some missions will depend on having higher stats in a certain category, requiring teamwork if your individual character finds him or herself lacking in that area.


+Key To Power Types+
Note that just how your character displays his or her strengths and weaknesses is up to you. Here are some examples of what defines the types, but you can go beyond these if you have your own definition of strength, intelligence, special powers or defense:

INT: Intelligence, or the power of the mental facilities. Also applies to being wise, very learned or academic, intuitive in battle, or any other type of "intelligence" of your personal choosing.
STR: Physical Strength, such as being able to pack a punch, being speedy, or anything else that depends on the the body being offensive.
SPE: "Special." A special power is anything that seems "magical" or very unique to your character. Examples include Skywarp's warping abilities, Starscream's extreme speed, Mirage's camouflage, etc. While every character will be allowed to have their own ONE power (if they so choose) regardless of how high their SPE is, characters with high SPE have more powerful special abilities. If your character's power is very strong, please choose a class that applies to higher SPE.
DEF: Defensive capabilities, endurance, stamina, or anything relating to not taking damage easily.

As you can see, each class has a total of 10 battle stars, distributed differently for each class. To allow you some wiggle room, you will be allowed 2 additional stars to add to a stat(s) of your choosing. For example, if you have a Guardian type character, yet  they are rather intelligent, you could add those two stars to the INT category to make them mesh more with your character. On the other hand, if you want their DEF even higher, you could boost that category, even though it's already high! Of course, you could add one star to two categories instead of both to one.


+Commanders+
Your class commanders are the NPCs in charge of your class. There may be missions in which you need to report to your commander, or your commander requires those in your class to do something for them. Don't worry too much about this when setting up.


+Switching Classes+
Up until your third mission, you will have the opportunity to freely switch your class for the purpose of finding one that fits. Switching classes as a battle strategy or to find more chances to gain points will not be tolerated. After the third mission, the ability to change classes will be strongly restricted, but possible. More information on this will be available later.


+And Now to the Classes+

Communications
Commander: Soundwave
The role of Communications mechs involves spying, information gathering, message carrying to/from other groups and officers, and group mediation.
INT: :star::star::star:
STR: :star::star::star:
SPE: :star::star::star:
DEF: :star:
Pros: Communicators have heightened abilities to go undetected and to hack computers (or mechs) below their level.
Cons: If they are caught in the act of spying/hacking they are very poor at fighting back (regardless of stats). They also must decide on whether to report any of their team's dubious activities to Soundwave or not, requiring choices to be made about whether team or faction loyalty is greater.

Cyber Ninjas
Commander: Nightbird and Flamewar
Cyber ninjas are an odd class that almost seem like they're from an alternate universe. Their fighting style utilizes strength, power, and intelligence to create an intuitive fighting style meant for taking on singular opponents.
INT: :star::star::star:
STR: :star::star:
SPE: :star::star::star::star:
DEF: :star:
Pros: Good at sneaking around and one-on-one combat
Cons: Poor at fighting multiple enemies at the same time.

Engineers
Commander: Hook
Engineers are responsible for creating weapons and gadgets for the Decepticon army. The higher their rank, the more advanced their creations may become, making them an essential part of the army. To make their devices, they must have the resources, however.
INT: :star::star::star::star:
STR: :star::star:
SPE: :star:
DEF: :star::star::star:
Pros: The ability to make weapons and other non-sentient technology. (Note: Engineers are distinct from Medics, and cannot perform repairs)
Cons: In battle, Engineers are totally dependent on their weapons and armors. If it is stolen or broken, they find themselves in a fix.

Fliers
Commander: Starscream
While most 'Cons can fly, this group perfected it to an art, integrating it into battle and beyond. Note that even if a character has wings and the ability to fly, only Fliers utilize this as their main battle strategy, focusing on long-range battles, often (but not always) special powers relating to atmosphere, sky, or space, and trine-oriented teamwork.
INT: :star::star:
STR: :star::star::star::star:
SPE: :star::star::star:
DEF: :star:
Pros: Very fast fliers, with good teamwork abilities among the Flier class, and great long-range abilities.
Cons: Do not work well alone, handicapped in close-range battles, especially indoors or underground.

Front-liners
Commanders: Blitzwing and Astrotrain
Front-liners are tough warriors no army could do without. Relying on physical strength and a good defense, they are the definition of foot-soldiers. Their commonality doesn't undermine their abilities, however, as their skills at short-range and up close battling is unsurpassed.
INT: :star:
STR: :star::star::star::star::star:
SPE: :star:
DEF: :star::star::star:
Pros: Good at close-ranged battles, with or without weapons.
Cons: At the end of battles, they often find themselves hindered with injuries and have to seek medical care.

Guardians
Commander: Shockwave
Although Guardians are often associated with Shockwave and his defensive team on Cybertron, they can be found in virtually any part of the army, stoically protecting their assigned base. They may have a bit of a stereotype for being drone-like, but anyone who befriends a Guardian will find there's personality beneath the hard exterior.
INT: :star::star:
STR: :star::star:
SPE: :star:
DEF: :star::star::star::star::star:
Pros: Outside of severe situations, they rarely require medical care and often heal on their own.
Cons: Guardians have very poor leadership abilities, and cannot lead sentient units on their own.

Medics
Commander: Hook
Medics have a vital job in the army: repairing their injured or broken comrades. This might extend beyond the physical depending on the individual, placing Medics in a higher position of trust among their comrades.
INT: :star::star::star::star::star:
STR: :star:
SPE: :star::star:
DEF: :star::star:
Pros: Able to repair others or aid in the healing process, sometimes for a price; very knowledgeable when it comes to medical matters
Cons: When trained, every medic makes an oath swearing to heal and protect all life. Following this puts you out of favor with the Decepticons, while disobeying it puts you out of favor with the medical community, limiting your access to new information.

Scientists
Commander: Starscream and Acid Storm
Scientists are masters of chemical warfare, with some specializing in biochemistry while on planets with organic life. Acids that melt armor, radiation, viruses (mechanical or organic) and cosmic rust are just a few examples of their potential. As with Engineers, they require both resources and rank to pull off more elaborate schemes.
INT: :star::star::star::star::star:
STR: :star:
SPE: :star::star::star:
DEF: :star:
Pros: Scientists are great for off-the-battle research and excel at creating nanoscale mechanical/biological/chemical weaponry
Cons: Often, Scientists are kept back from battles, and instead made to work in the background as researchers.

Tacticians
Commander: Soundwave
The Decepticons have their share of brains as well as brawn---Tacticians choose both. The Tacticians' field ranges from battle planning to being a source for information, to actually fighting. Some expand past simple battle expertise and operate as general scholars.  
INT: :star::star::star::star:
STR: :star::star::star:
SPE: :star::star:
DEF: :star:
Pros: Great leaders, able to manage groups the best of all classes.
Cons: Tacticians do not work well with others of the same class, and at times tend to drag their entire group into their personal conflicts

Zealots
Commander: Sunstorm
An off-the-cuff group that ranges from Primus-fanatics to savants to those with mysterious powers...often at the price of sanity. Zealots have amazing special abilities, but often find themselves with personality defects, such as mental instability, severe cases of devotion to a god or cause, or general craziness that makes them all but reliable.
INT: :star:
STR: :star::star:
SPE: :star::star::star::star::star:
DEF: :star::star:
Pros: Zealots have very strong special abilities that relate to battle, and may have two special abilities instead of one.
Cons: Player's choice of some sort of disadvantageous mental or personality defect. Officers and group leaders often do not trust zealots.

Checklist for choosing a class:
• Did I choose a class that fits my character as best as possible?
• Did I remember to add my class in my profile?
• Did I add my two additional stars to my character's stats?
• If I have two classes, did I correctly average the stars?
• If I'm having trouble figuring anything out, did I check this guide, the FAQ, and if still having trouble, ask a question in this journal?



+Secondary Classes+
Once you have completed at least three missions in any order you may do your secondary class mission. Pick your class from the link below to see your secondary class options.

[Secondary Classes]



+Info For Joining Gameplay+

Please read all the info in the links below before submitting a profile to the game.

[Rules] + [Ranks] + [Credits] + [Forms] + [Join]


+Frequently Asked Questions+

Comment to this journal with any questions you may have about classes.


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Comments91
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kawaiirun's avatar
I have a question: In which class do you think an assassin would best fit? ^^;