It's him officer! That's the horny!
I like this on a conceptual level but I believe it can be made better. As a "class", something that is baseline for what people's themes are, those don't leave a lot of freedom for people to build up from them.
A gun-centric class should not be limited to officers, but if we're going to say that every person in SL2 who has a gun should be an Officer, the name should at least be changed to "Marksman", "Gunner" or "Enforcer".
Bonus APT does not grant additional stats, so that should be changed for GUI and SKI.
The whole theme of this must be made more clear, but I can easily see all of what was posted as a simple promotion of either Rogue or Archer, that we can just call "Enforcer". A class with multiple branches you can take or mix a bit of each, the paths being:
"The Lawbringer" (Close-Quarters Handgun-centric gameplay revolving around 'Justice' or Karma, as said, and maybe some cool CQC)
"The Detective" (Medium-Range melee-ranged hybrid. Traps and trickery-centric gameplay, that is a less militant thematic of Tactician, and more focused on psychologically dissecting an enemy for your allies)
"The SWAT" (Close-Quarters Heavy armor, Shield and Shotgun-centric gameplay that is just a beefy boy who shines over taking damage for allies with a shield, holding down multiple enemies, and having conditional big damage that happens only ever so often, or in bursts before long cooldowns ensue).
Though reading my own words make me believe that those themes could easily be achieved through Traits and Talents, really. In DnD terms, "Archetypes". Anything can be a detective, as long as they have a gun and a badge. But the proper training can easily be traits rather than a whole class. Like Ninjutsu.
-- "Detective Training", which unlocks a few cool gewgags you can trade Stolen Goods for with city officers, and further enhances the usage of what we already have in-game.
-- "Shield Specialist", which enables the use of shields offensively and grants a few crowd controlling skills with it. (So it's not a dead weight when used with a gun).
-- "CQC Specialist", which I suggested somewhere out there, that lets you use Grapples for more than just restraining. So if your gunner gets into a melee situation, it can just judo-throw people down, or palm their jaws to disorient them.
TL;DR: Think of Classes like full combat roles in DND. You'd not see a 'Gunner' be a base class in most scenarios, and it ends up being an archetype of Ranger, Rogue or even Swashbuckler 9/10 of the sessions.
I like this on a conceptual level but I believe it can be made better. As a "class", something that is baseline for what people's themes are, those don't leave a lot of freedom for people to build up from them.
A gun-centric class should not be limited to officers, but if we're going to say that every person in SL2 who has a gun should be an Officer, the name should at least be changed to "Marksman", "Gunner" or "Enforcer".
Bonus APT does not grant additional stats, so that should be changed for GUI and SKI.
The whole theme of this must be made more clear, but I can easily see all of what was posted as a simple promotion of either Rogue or Archer, that we can just call "Enforcer". A class with multiple branches you can take or mix a bit of each, the paths being:
"The Lawbringer" (Close-Quarters Handgun-centric gameplay revolving around 'Justice' or Karma, as said, and maybe some cool CQC)
"The Detective" (Medium-Range melee-ranged hybrid. Traps and trickery-centric gameplay, that is a less militant thematic of Tactician, and more focused on psychologically dissecting an enemy for your allies)
"The SWAT" (Close-Quarters Heavy armor, Shield and Shotgun-centric gameplay that is just a beefy boy who shines over taking damage for allies with a shield, holding down multiple enemies, and having conditional big damage that happens only ever so often, or in bursts before long cooldowns ensue).
Though reading my own words make me believe that those themes could easily be achieved through Traits and Talents, really. In DnD terms, "Archetypes". Anything can be a detective, as long as they have a gun and a badge. But the proper training can easily be traits rather than a whole class. Like Ninjutsu.
-- "Detective Training", which unlocks a few cool gewgags you can trade Stolen Goods for with city officers, and further enhances the usage of what we already have in-game.
-- "Shield Specialist", which enables the use of shields offensively and grants a few crowd controlling skills with it. (So it's not a dead weight when used with a gun).
-- "CQC Specialist", which I suggested somewhere out there, that lets you use Grapples for more than just restraining. So if your gunner gets into a melee situation, it can just judo-throw people down, or palm their jaws to disorient them.
TL;DR: Think of Classes like full combat roles in DND. You'd not see a 'Gunner' be a base class in most scenarios, and it ends up being an archetype of Ranger, Rogue or even Swashbuckler 9/10 of the sessions.