Kyle, take your time, I have things to do before I can start with new missions anyway.
Class System v2 beta
Here's the second version of the new class system, I've made a few improvements and added the class based starter equipment. You still have to find the drunkard Paquito to get it, but you'll find some stuff in the car at the first map that will have to due until you do.
To complete this new system I have to get cracking on the starter attributes of the different characters. I did the math and discovered that they all don't have the same amount of point, it ranges from 1155 - 1179, Cameron having the lowest total amount. It's weird, I almost always selected him and he turned out to be the one with the lowest skill points, go figure.
There are several ways to go about this, like giving everybody the same total amount of points and then spend them based on their appearance, like sex, size or something like that. It's the one I'm leaning towards.
Or they could all have the exact same starter stats, bar the strength/agility thingy based on character sex that I mentioned earlier. It's a bit crude and not a very creative way to go.
Or I could let them keep all their Parameters as is and only change their skills, giving them all the same total amount but redistribute the skill points so that they all have the same in those only. It's a compromise but it might work if one spends the point right.
Feel free to post your input.
Once the new skill system is finished I might start on the new Global AI, something I started on for the ARM Project. My idea is to create a dialog screen where you can do all the Holding cities, Placing and paying militia with a few simple clicks on the mouse. It would remove the need for town mayors and would make the whole economic system of it much easier to grasp. Once again, input is welcome