Artisan Archive

Thread: CU new profession suggestion that would help all non-combat people

Mirkwoods
Wed May 04, 2005 8:10 pm
#1




There is a problem with the entertainers not being able to hold weapons which many of them enjoy doing for their dances. There is also a problem with the crafters not being able to get to their harvestors and such without grouping up... and let's face it, if you aren't a combat profession, you can't go out into the wild alone.


I have a proposal for these problems. I realize that this would be a long term type fix, but I do think it would work great. Please feel free to post problems with the system, and fixes.


Proposal: New profession - Self-Defense Practitioner. (this could be changed, if someone can think of a better name.)


This profession is only half the skill points (if not less) of a regular profession. It could even be seperate from points, with the assumption that eventually, everyone whom goes into the wild would eventually develope some skills for self-defense.


It's like a combat profession, but the opposite. When you get away from a fight, you would get points. They would vary depending on how high of a level creature or any MOB really, is that you get away from once you've been engaged in combat. You could also get points by initiating combat and then escaping.


This is primarily for PvE. These skills should either be disabled, orseverely nerfedwhen participating in PvP combat. Perhaps it should even be disabled for anyone whom is in a combat profession, but I think that it wouldn't hurt to have the ability to escape from a battle if you're getting trounced. It would make soloing easier to do. You could attempt to fight a creature, and if you figure out very quickly that you are no match, you can use the self-defense skills to try and get away.


The skillsare not 100% successful against all creatures. The self-defense practitioner would have much better success against levels close to theirs. A low level SDP (abbreviation of Self-Defense Practitioner that I will use from here on out.) wouldhave a very hard time escaping from a rancor, but it would be possible if they were skilled.


-One branch of the tree is; defense against creatures.


Low level would have some special "attacks" although, they are really not attacks. Some might be "move downwind.", "Complete stillness", "make submissive gesture", etc. Different creatures will react to different ones of these "attacks". For example; A voritor lizard will not be able to see you if you use the "complete stillness" "attack". The assumption is that (much like the T-Rex in Jurassic Park) they can only see things that are moving. Using the "move downwind" "attack" will do nothing against the voritor lizard, but will work on other creatures.


Some may be succeptable to more than one thing. Depends on how creative the DEVs would want to get with it.


When you get higher level creatures, it gets harder, because you have to do things in a certain sequence. I.E. Bull Rancor. First you do the "complete stillness" command until it breaks off the attack. If you move though, it will immediately attack you. You would then hit "move downwind" to keep it off your tail. Of course, that is just an example, there will be other "attacks" granted at higher levels. Some will combine two "attacks" into one to make it easier as you get higher.


-The second branch will be; defense against sentients.


This is to defend against aggressive NPC's in the game. This will have "attacks" like "suckerpunch", "Quick knee", "Kick dirt in face", etc.


These are used to "stun" the NPC long enough for you to get away. (If combat professions are kept in,afterthey use this "attack" type, they cannot attack the sentient with a regular attack.)


I can see some fairly humorous animations for these attacks, and perhaps some cursing out (PG of course) from the NPC after you use one of these attacks.


As you move higher, you would get more effective and longer lasting "attacks". Lower level ones would only last a short time, meaning that you would have to hit and beat cheeks. FAST! At the higher levels, there would be more time. A master could probably just walk leisurely away.


- The third branch; Armed self-defense.


These would be nonlethal attacks done with weapons that would stun the NPC, or creature long enough for you to make your getaway. This would work in much the same way as the NPC branch.


I would think that weapon defense is slightly more effective than the non-armed version on NPC's although probably less effective against creatures than the defense against creatures branch.


You would have "attacks" like "hit with gun butt", "short defensive blast", "overload blast", "overhead shot", etc.


The higher your SDP gets, the more effective the "attacks" become.


These would deliver very little actual combat damage, and would never incap anything. In groups, these skills would only protect you from a creature attacking you. If they shy away from you, they will immediately aggro another member of your group.


The important part of this profession is the ability to hold weapons for non-combatants. If the combats are allowed to use this, it would make sense to let them hold the weapons, because a SDP would know more about weapons than any joe-schmo that you encounter on the street.


However, I would say that with the exception of level 1, they only would be able to hold the level of weapon directly below the SDP level held. For example, a level 4 SDP could hold level 3 weapons. SDPs could never hold the highest level weapons (unless they also have a combat profession.)


This would give the dancers their weapons to hold. They don't wanna hold those huge weapons that only masters have anyway.


- Fourth branch; I'm not completely sure, but perhaps; Evasion


You would get these points like combat skill points. They are non-specific to all of the other types, and you only get about half, just like the combat skill points, making this column fill up much slower.


With each level in this branch, you get a small % modifier to possibly attacking creatures.


When you're a master of self-defense, it does not mean that you can kick anybodys butt. It just means that you can avoid getting destroyed by everyone and everything... and hold weapons to be sexy dancers at sexy parties.


Well, that's about it. What do you all think?


P.S. Sorry that I'm so long winded.



Jesus's name is actually Jehoshua.
--------------------------------------------------------------------------------------------------- XENU SHALL PREVAIL!
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Read my fan fiction prequel prequel, here's a clicky:
Star Wars Episode 0 Masks of Darkness
The Sith mantle is passed to the next generation, the jedi make contact and discover this remnant of the ancient order of dark-side users. R2-D2 is born!
Mott_Kruger
Wed May 04, 2005 9:15 pm
#2






Mirkwoods wrote:





Proposal: New profession - Self-Defense Practitioner. (this could be changed, if someone can think of a better name.)



Teras Kasi Artist



Mott Kruger
Elder Marksman, Medic, Combat Medic, Doctor, Pistoler, Smugger, Carbineer, Bounty Hunter, Rifleman, Politician, Entertainer, Musician, Dancer, Image Designer
Imperial Inquisition Ace Pilot
Mirkwoods
Wed May 04, 2005 9:28 pm
#3






Mott_Kruger wrote:





Mirkwoods wrote:





Proposal: New profession - Self-Defense Practitioner. (this could be changed, if someone can think of a better name.)



Teras Kasi Artist






Thank you for the wonderful and constructive idea... Tera Kasi is a martial art form.... this is just being able to protect yourself. sheesh






Jesus's name is actually Jehoshua.
--------------------------------------------------------------------------------------------------- XENU SHALL PREVAIL!
---------------------------------------------------------------------------------------------------
Read my fan fiction prequel prequel, here's a clicky:
Star Wars Episode 0 Masks of Darkness
The Sith mantle is passed to the next generation, the jedi make contact and discover this remnant of the ancient order of dark-side users. R2-D2 is born!
Zeid
Wed May 04, 2005 11:17 pm
#4

This could perhaps be the most construstive post I have seen and it provides a solution to solve some proublems while creating as few new ones as possible if it is implemented correctly.

I dont think that self defence should be turned completly off if you have a combat profession...but the farther you get into a combat profession (mainly the elete and hybrid ones) the more 'nerfed' the self defence should be. I think that as you gain Mitigration bonuses for armor as you progress you should also then recive a reduction in your self defence under the assumption that because you know how to handle armor better you would no longer need to runaway every time you are scared.



Zeid and Keshi of Naritus
Trader:Structures and Spy.
Vendor at 40 -4035 Naboo
Ifandbut of Bahamut (Final Fantasy XI)
Level 75 Red Mage
Mirkwoods
Sun May 08, 2005 8:15 am
#5






Zeid wrote:

This could perhaps be the most construstive post I have seen and it provides a solution to solve some proublems while creating as few new ones as possible if it is implemented correctly.

I dont think that self defence should be turned completly off if you have a combat profession...but the farther you get into a combat profession (mainly the elete and hybrid ones) the more 'nerfed' the self defence should be. I think that as you gain Mitigration bonuses for armor as you progress you should also then recive a reduction in your self defence under the assumption that because you know how to handle armor better you would no longer need to runaway every time you are scared.






I think that the best solution for the "nerfing" problem in this profession would be as follows:


When you start down the self-defenseprofession tree, it keeps track of which other professions you have mastered. Whichever non-combat profession you have mastered would give you a special defensive move that is very effective against groups of attackers.


Example: Dancer - "Spinning Glitter Throw", Architect - "Wall Collapse", Politician - "Throw Briefcase Contents", Crafter - "Detonate Explosive Ore", etc.


Of course, combat professions would not only get no "special" attack. In place of the other professions' special moves, combat types would get their combat specials.


The best would probably be an inverted tree when taking on a combat profession. Say you are already a self-defense master. You pick up marksman. Novice marksman would deactivate all attacks in the master box for Self-defense.


Taking any level 1 skill, the marksman would loose his third tear attacks in self-defense. Level 2 - loose level 2, Level 3 - loose level 3, and to become a master marksman would deactivate even the novice attacks and modifiers. Going into an elite combat profession would automatically deactivate the novice as well, so people skiping the master box would then loose their self-defense moves.





Jesus's name is actually Jehoshua.
--------------------------------------------------------------------------------------------------- XENU SHALL PREVAIL!
---------------------------------------------------------------------------------------------------
Read my fan fiction prequel prequel, here's a clicky:
Star Wars Episode 0 Masks of Darkness
The Sith mantle is passed to the next generation, the jedi make contact and discover this remnant of the ancient order of dark-side users. R2-D2 is born!
DunkinSPE
Mon May 09, 2005 9:23 pm
#6

Not bad but how about this...


For the weapons:


Image Designer get to make "Replica" weapons. All stats on these weapons are 0 and they have a CL rating of one. (Problem fixed and gives Image Desinger something to do)


For the professions:


Novice Entertainer gets: Combat ability "Smoke and Mirrors" visibility to creatures and NPC's = 0 for about 30 seconds (similar pool drain to burst run)....should be enough time to hop on a speeder and haul it.


Novice Artisan gets: Combat Weapon "Smoke Grenade" once used visibility to creatures and NPC's = 0 for 1 min (ranged effect of 120M)...buys enough time to pay maintenance and empty the hopper and get the heck out of dodge.


Just consider the above mentioned Combat skills the novice Artisan/Entertainer version of Mask scent but with effects that increase as you move up each tree.






Dunkan Devlin
D^2
Imperial Master Sgt.
C.O. Requiem Squadron - Mayor Specter Hill, Talus
Master Artisan, Master Architect, Master Merchant, Non-Macro Crafting
"Forum Amigos...Post Trolling for Justice."
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