It should be doable. Inheritance keeps all the same variables, functions, etc, but lets you add additional code on top, in addition to allowing you to override functions defined in the base class and the like.
My bad, I figured I wasn't clear. My question relates to editor use mostly, not programming per se... hence my follow-up self-reply. :)
By inheritance, I meant scene inheritance, rather than gdscript class inheritance. The dual usage is confusing indeed.
Here's my partial scene setup, not exact but close enough for the demonstration:
Marker
--ShapeGenerator
----properties: edge_count, radius
Planet
--Marker (instance of Marker)
GasPlanet (inherits Planet)
--Marker (from Planet, editable children checked)
----ShapeGenerator (properties red!)
------modify edge_count
------keep radius from base Marker, want it to update if base Marker's is changed
And here's a whole novel putting it into way too many words:
So I have a scene, Planet, that has (among others) a child node, Marker, instanced from the Marker scene, with children added to it to specialize it (DistanceFader, ShapeGenerator, MarkerAnimator, etc).
GasPlanet inherits from Planet (from File/New Inherited Scene...) . My issue is that if I want to modify one of Marker's children (say, ShapeGenerator, to change its shape, but it could be the animation, etc) in GasPlanet, I need to expose the former in the editor using "Editable children". However, by doing so, all properties of Marker turn red, which I understand to mean that they will not be updated if the base scene, Planet, is changed, even if they weren't modified (again, in scene instance). So if I change the default color for all Markers, for instance, the change will not be reflected in GasPlanet's Marker. (Planet's Marker is irrelevant here because it isn't modified from Marker's defaults)
That's what I meant by "losing connection" - a bad wording considering the accepted relation with signals.
And that's what I'm trying to do: change a property of a child of Marker in GasPlanet while also having the others update if the child in Marker's base is modified, or in the Marker in Planet, etc.
The gist of it, really, is that I want to check "Editable children" to change a property while having the others update with their base values. Obviously it doesn't work like this and am wondering how others deal with this.
Dang, sorry. Hopefully this makes more sense, but somehow I'm not that convinced... :)