First off, I couldn't really figure out what to call this. It isn't a class system because there is no actual limitation on what any player can equip. Whatever, let's just get into it.
There are FIVE archetypes; You all know these as the recon, engineer, biotech, dreadnaught, and assault. There is one tier 1 "kit" for every archetype. A KIT is a set of 1 weapon and 2 abilities built to be used together(hypothetically lets say every omniframe can have 1 weapon and 3 abilities equipped).
For example, lets create the kit of the t1 recon:
Weapon: R36 Assault Rifle(Scope on Alt-fire)
Ability 1: Mark Target- Mark a target that will take bonus damage from all sources; ability doesn't have a cooldown
Ability 2: Precision Rocket- Fire a tiny-AoE missile that deals VERY heavy damage on direct hit
If a player equips all 3 items from a kit, they get a bonus perk. In the case of the t1 recon, the "kit bonus" might be "Critical Shots do not consume ammunition". With the Kit Bonus system, players are encouraged to stick to certain playstyles rather than become invincible healing snipers. If certain loadouts become a part of the meta, kits can have their Kit Bonuses buffed or nerfed to establish balance.
Basically, kits would promote power in one specific role but still allow for unique loadout designs that won't solo content. Even then, if a player uses a full kit, their loadout still has space for 1 ability that offers the potential for hybridization(e.g. a sniper that can place a single turret down).
This is where the tech tree comes in:
There are 2 tier 2 frames per archetype and 3 tier 3 frames per archetype. As you use the items of a certain kit, you unlock experience with that kit(this could be in the form of item breakage or something along those lines, depending on how much emphasis is placed on crafting). The experience/currency earned from kit item usage goes into unlocking items, blueprints, crafting tools, and eventually higher tier frames within the archetype.
In the tech tree space in between related kits players can unlock kit items with different stats, general items(servos, jumpjets, movement ability stuff, grenades, etc), crafting tools, and special items. Players can only use items from higher tier frames once those higher tier frames are unlocked through playtime with lower tier frames within the same archetype.
TL;DR: Take Firefall's tech tree, allow free equipping of any unlocked items, create item "kits"(instead of battleframes) that provide a "kit bonus" when all kit items are equipped, and provide xp/currency to unlock items within tech trees when corresponding kit items are used.
There are FIVE archetypes; You all know these as the recon, engineer, biotech, dreadnaught, and assault. There is one tier 1 "kit" for every archetype. A KIT is a set of 1 weapon and 2 abilities built to be used together(hypothetically lets say every omniframe can have 1 weapon and 3 abilities equipped).
For example, lets create the kit of the t1 recon:
Weapon: R36 Assault Rifle(Scope on Alt-fire)
Ability 1: Mark Target- Mark a target that will take bonus damage from all sources; ability doesn't have a cooldown
Ability 2: Precision Rocket- Fire a tiny-AoE missile that deals VERY heavy damage on direct hit
If a player equips all 3 items from a kit, they get a bonus perk. In the case of the t1 recon, the "kit bonus" might be "Critical Shots do not consume ammunition". With the Kit Bonus system, players are encouraged to stick to certain playstyles rather than become invincible healing snipers. If certain loadouts become a part of the meta, kits can have their Kit Bonuses buffed or nerfed to establish balance.
Basically, kits would promote power in one specific role but still allow for unique loadout designs that won't solo content. Even then, if a player uses a full kit, their loadout still has space for 1 ability that offers the potential for hybridization(e.g. a sniper that can place a single turret down).
This is where the tech tree comes in:
There are 2 tier 2 frames per archetype and 3 tier 3 frames per archetype. As you use the items of a certain kit, you unlock experience with that kit(this could be in the form of item breakage or something along those lines, depending on how much emphasis is placed on crafting). The experience/currency earned from kit item usage goes into unlocking items, blueprints, crafting tools, and eventually higher tier frames within the archetype.
In the tech tree space in between related kits players can unlock kit items with different stats, general items(servos, jumpjets, movement ability stuff, grenades, etc), crafting tools, and special items. Players can only use items from higher tier frames once those higher tier frames are unlocked through playtime with lower tier frames within the same archetype.
TL;DR: Take Firefall's tech tree, allow free equipping of any unlocked items, create item "kits"(instead of battleframes) that provide a "kit bonus" when all kit items are equipped, and provide xp/currency to unlock items within tech trees when corresponding kit items are used.