The basic idea behind this is that you can choose to access a higher-tier class by paying a sum of gold. For example, someone playing as a Veteran could have accumulated a bit of gold, and could choose to upgrade his class to a Huscarl. This class upgrade acts in the same manner as equipment in that you have to purchase it every time you die and respawn.
For example, to upgrade to a Huscarl from a Veteran, you would need 800 gold. This is an approximate sum and is subject to change. The upgrade acts like equipment in that you have to purchase it again if you die and wish to continue using the upgrade when you respawn. Think of it as equipment that gives a stat boost, if you will.
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This following portion is a bit of further expansion on the idea, but the gist of it is represented above.
The upgrade represents a sort of advancement for the character and it should be reflected in the equipment options. In addition to the minor stat enhancements (IIRC the Native Huscarl has 2 Ironflesh and 1 Power Strike over the Warband Veteran, and the proficiencies aren't drastically improved), you should get a different equipment selection. There are two possible ways to represent this:
1) You receive a slight decrease in cost for the high-tier equipment and start out with free mid-tier equipment to represent the improved access that the 'elite' troops have. Since the cost of this equipment is factored into the upgrade cost as well, it is an incentive to keep the base equipment and not run around in your underpants. People who wish to invest in heavier armour may also want to look into upgrading their class to benefit from the stat boost and the slight discount.
2) Create a higher tier class for each battlefield role which removes most of the mid-tier equipment options, in exchange for the aforementioned stat boost. Swadian Knights shouldn't be running around in gambesons, and the Nord Huscarl who made it to that lofty rank without owning any mail is a lucky bastard indeed. This has the advantage of simplicity, but the problem is that it reinforces the feedback loop that results from a good streak.
For example, to upgrade to a Huscarl from a Veteran, you would need 800 gold. This is an approximate sum and is subject to change. The upgrade acts like equipment in that you have to purchase it again if you die and wish to continue using the upgrade when you respawn. Think of it as equipment that gives a stat boost, if you will.
~
This following portion is a bit of further expansion on the idea, but the gist of it is represented above.
The upgrade represents a sort of advancement for the character and it should be reflected in the equipment options. In addition to the minor stat enhancements (IIRC the Native Huscarl has 2 Ironflesh and 1 Power Strike over the Warband Veteran, and the proficiencies aren't drastically improved), you should get a different equipment selection. There are two possible ways to represent this:
1) You receive a slight decrease in cost for the high-tier equipment and start out with free mid-tier equipment to represent the improved access that the 'elite' troops have. Since the cost of this equipment is factored into the upgrade cost as well, it is an incentive to keep the base equipment and not run around in your underpants. People who wish to invest in heavier armour may also want to look into upgrading their class to benefit from the stat boost and the slight discount.
2) Create a higher tier class for each battlefield role which removes most of the mid-tier equipment options, in exchange for the aforementioned stat boost. Swadian Knights shouldn't be running around in gambesons, and the Nord Huscarl who made it to that lofty rank without owning any mail is a lucky bastard indeed. This has the advantage of simplicity, but the problem is that it reinforces the feedback loop that results from a good streak.





