you use it more as an a la carte buffet

Star Citizen is borrowing from genre heavyweights, and I couldn't be happier about that since from my perspective it's borrowing the right things from the right genre heavyweights. The more I study the game, though, the more I think it may be borrowing the most from a cult classic that died before it could become a genre heavyweight.Firefly could be pitched as classic Star Wars minus Jedi or Star Trek minus cheap visuals and stupid screenwriters. Star Citizen gives me the same warm fuzzies, and I can't frickin' wait to help crew a Constellation and go where no gamers have gone before. Whether it's interviews with Chris Roberts and the Cloud Imperium team or tips and guides for pushing your ship's performance envelope, Stick and Rudder is your inside source for news and commentary on the world of Star Citizen . Join Jef Reahard every other Sunday during the run-up to alpha, ffxivmall   beta, and beyond.Final Fantasy XIV has always sold its class system on the idea that you use it more as an a la carte buffet. Abilities you learn in one class are useful in another class, and as a result, your Gladiator is a mix of several different abilities in a single package. The idea at launch was that mixing abilities and inherent mechanics would produce very different characters based on the needs of circumstance and your personal playstyle.This is not what happened. Nor is it what happened following the large ability revamp, which actually wound up making cross-class skills less useful in many areas.When the game relaunches, odds are good that the current system will be largely intact, at least at a conceptual level. (You have your class abilities and then a selection of abilities from other classes that you've learned, in other words.) And it's my hope that on this third pass through the system, the development team gets things just right. But let's take a look at the first two versions first.Armoury at launch -- in which class doesn't matterWhen the game launched, abilities were wide open. Every level, you gained another three points for equipping abilities, and each ability had a cost (usually about three points, although some were valued at two, and basic attacks were free.) You equipped whatever abilities you wanted so long as you didn't run over your cost in abilities, and it was good.Well, in theory it was good. In practice, it meant that for most classes,

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