(( Yeah, the whole question of what appropriate ranks are is the major problem with this system. It's the main balance challenge for #3, and it will be a lot of work to setup correctly.
I think the only thing we've really agreed on thus far (in so much as this has been the most agreeable disagreement we've had, by which I mean we all agree on the basics, and seem to have completely orthogonal ideas on the specifics
) is that replacing the newbie 5 tokens with a slightly more valuable but more restrictive 'role' load-out is all but necessary, no matter what system we go with.
hmm, let me drum up a few loadouts based on the existing professions we have. Cause boredom and procrastination
Fleshtech: Emergency Kit, Cutting Torch, choice of 1-token med == 7 tokens
Technician: Cutting Torch, Scout's Eye, Choice of 3-token conv/unconv weapon == 7 tokens
Transhuman: Microwave Amp, Cam-eyes == 8 tokens? Actually, I like that, transhuman already has the most negatives for the least positives, something that's always bugged me. (I know it's in Speech and CHA, I don't care XD) They are the only profession that has a negative in a primary stat, and are strictly inferior to a grunt with +Exo. And I think it makes sense that they would have installed Cam-eyes before joining the Sword
Physimancer: Microwave Manip, Monoatomic razor, choice of 2-token item? = 7 tokens? Yeah, couldn't come up with a good third item / choice
Merc: 3-token weapons from field of choice, MK II = 8 tokens. With a minus to two skills? Why not! I wanted one profession to come with a MKII, this is just the most reasonable
Grunt: 3-token weapon of choice, Stim of choice, 1-token pill of choice = 7 tokens. Bloody generic profession.
Please ignore my ramblings, sometimes I just sort of write things XD
Anyway, back on topic. The progression system would be something for PW to figure out (poor sod), and I think it's fair that custom weapons and off-load-out items would not be 'insured' by your rank, essentially. What I'm rolling around in my head is how far to carry the profession 'builds' PW has proposed. Again, I think we can all agree that they'll be really good for new players, (and us, when we inevitably succumb to the whims of our 6 sided lords) but he proposed carrying these forward to the later ranks as well. The standard tracks work well, but fleshtech... well, as a medic, I pretty much run out of things to buy as soon as I have a MK III and an emergency kit. I guess I can get increasingly large piles of stims? I mean, just the advanced kit being reloaded between missions is a nice perk, but still, not much progression there
... something very silly has just occurred to me. You know how the Avatar of War gives a +1 to all rolls?
...
Medical Avatar.