PC Starterclasses for 7D2D

I just want to discuss generally what you think about starterclasses in 7D2D (no matter if vanilla or in a mod)I just start with a idea, and you can post own ideas or discuss allready given ideas.

Junkdealer

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Starts with

* Wrench

* Shotgun

* Sledgehammer

Set of Scrap armor

* Jeans

* Tshirt

* Mininghelmet

10 Cans of food

2 Beer

5 points in salvage Operations

2 points in S-Trex
I would immediately unequipp the scrap armor because all armor destroys your stamina gain and reduces your max speed.

 
I would immediately unequipp the scrap armor because all armor destroys your stamina gain and reduces your max speed.
Well i work this moment on the startclasses for my mod, and throwing things away i see as a important part of this.

(inclusive trowing away the Box you get at startgame you need to get your startstuff)

I would not wear scrap armor too. But if you sell it at the trader you get at least a nice meal for it ^^

 
Armor is a problem early game, but I haven't found it to be so later. While looting a house, I unthinkingly put on a piece of iron chest armor and iron leg armor (to empty some slots in my backpack). I kept playing for a few in-game days. My friend started to talk about not having armor, and that's when I noticed that I had been wearing some. I had no idea, and I had had no moments of wondering why my stamina was so wonky. Everything seemed fine. (Honestly, that's how little I pay attention to my stamina.)

 
i Wear Cloth->Leather->Military armor, allways what i can craft

I have no real issues with that

Btw my modlet takes shape

51B826EC61263C15F7268EA0CC7AC0C12D96CFE5


 
no idea how to do xml stuff here, i wish they would just take alot of those "easy" xml changes and add them as ingame options for starting a game
You can also do the console command giveselfxp followed by how many experience points you'd like. Going a 1000 or so at a time can keep it under control. Then open up the creative menu and give yourself the gear you like. I do this sometimes to create starter classes.

As mentioned in some previous posts, there were some great mods that had starter classes. I think it would be a great addition to the game. Until then, I'll make my own when I like to.

As for XML stuff, it's super easy and also easy to fix if you break it.

 
As there is no real plot to the game yet, having a starter class makes good sense. Now if the game's plot turns out to support why the player is without any gear or skills then starter class is still good for an alternate "reality".

 
Outdoorsman:

BDU top

BDU bottoms

Worn Boots

1 point in Well-insulated

Not a very useful skill point to start, but the best all-rounder shirt and pants right out the gate.

Farmer:

2 corn seeds

2 potato seeds

quality 1 iron hoe

1 point in Living off the Land

No, not quite enough to get an endless soup kitchen going...but enough to start farming some basic food in HOUR 1 of the game, which is a huge leg up.

Crossfit trainer:

1 energy drink

1 running shoes

1 point in cardio

again, 1 great starting item, the rest meh, but useful and thematic.

Hoarder:

1 brass doorknob

2 Electric wire relays

1 Cooking pot

6 Paper

10 Old money

1 Bicycle Handlebars

3 Springs

1 point in Pack Mule

I couldn't resist this one...

 
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