Bounty Hunter Archive

Thread: how bout this for a revamp.... serious suggestions wanted.

Jedi_Xan
Tue Jul 12, 2005 9:51 am
#1

I have a brainstorm I am working on. I have since elaborated it, to meet specific concerns that have been previously mentioned. I want to share my work in progress.


BH Profession revamp.

MMarksman - 77pts
Scout 44xx - 43 pts
Artisan 4xxx - 29 pts
Brawler 4xxx - 29 pts
Master BH - 63 pts

Total SP invested = 241.
Combat Level = 80


What are the Skill trees of MBH

1) Investigation... (skill added) area tracking of mark only. Helpful in situations where droids don't work. increases terrain negotian, added armor movement mitigation.

2) General Ranged Weapons (general ranged accuracy, speed, defense added at this level, as well as pistol, carbine, and long range certs. add armor weapon accuracy mitigation.

3) Melee combat and Non-lethal countermeasures. Increased melee capabilites and added snares and traps for BH and add the abilities of concealment/camoflauge. increased bonuses to melee/ranged defense, melee accuracy and speed. New "dirty pool" specials for BH.

4) Weapons and Armor customization and maintenance. (Don't confuse this with slicing. This is more adept to being able to craft armor and weapon powerups and craft special tools that would be specific to BH only. more thought would need to be put into this to smooth it out.)
add armor rate of fire mitigation.


MBH

Able to hunt Player bounties.
Bonuses to all skills in the bounty hunter branches (melee/ranged defense, speed/accuracy, terrain navigation, and tracking. weapon certs, and crafting schematics (further thought to prepare).

Change MBH armor certs to battle type armor.


more will come, but I want a general concensus. Like? Dislike?



Callale Xan
Imperial Colonel


Currently on vacation in Freeport. Please leave a message.
EldosAirheart
Tue Jul 12, 2005 9:54 am
#2

Its not really a revamp but more like lets make every Bounty Hunter the same.



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CaixCatab
Tue Jul 12, 2005 9:59 am
#3

Dislike.


Fundamentally, I agree completely with the reasoning behind evening all the skill point pre-req's that they did with the CU. It simplifies balancing things immensely, and for some profession, such as a BH and commando, it constitutes a reduction in cookie-cutter templates and a huge increase in strategical options when planning a template. From that perspective, your suggestion is a huge step backwards. It would be hard, not to say impossible, to balanced the skill point cost contra abilities gained - both in full mastery and in dabbler template.


And balance aside, as I said, it's pretty boring when everyone's template and tactical options look the same.



(That aside, what kind of melee/ranged distribution on mods are you thinking? Too high on either side, there'll be no point in using the other which wastes an entire prereq. And if equal, why does the brawler bit take less than marksman in terms of skill point costs?


And there's no healing anywhere to be seen)



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DarthKaelan
Tue Jul 12, 2005 10:06 am
#4

It looks like it would be a decent template with the added skills, but Eldos is right - this would take us back to the days of Master Marksman / Master Scout when it was easy to counter us because no MBH varied enough from any other MBH to worry about wondering what attacks he/she would use.





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Krassk

Pre CU Master Bounty Hunter and Master Privateer Pilot

Vigo of the Eclipse Consortium

Tergill, Naboo
Jedi_Xan
Tue Jul 12, 2005 10:41 am
#5

I agree. There is no room for healing in this template, but I am thinking if we could get appropriate traps with the right kinds of snares, mezzes and roots, then it might be something that could be viable on stims alone.


I dont want to go back to the mscout/mmarksman bh type. I am looking to go forward. This has some really new ideas in it. Never have traps been used on NPC/Player characters. This could really change things up a bit, I think. Area track for your mark only (so as not to piss off rangers in any way) allows us to combat the new publish 20.


The ability to make specific "tools of the trade" by adding the crafting skill really adds a bit of flavor. A bh can make a tool on the fly, that could accomodate a given situation and attach it right onto the gun. This is new too. While we have powerups, they are usually mass produced, and for longer term usage. These add ons would be much shorter term, though much more customized. Give me a few more days to come up with some stuff.


The last thing I want to point out is the fact that you have to devote practically all your skills to this if you want to master. It is tedious, long, and sometimes very boring. Not everyone is going to want to do it, and you are definately right, there is no room for dabbler.



Oh, the melee line. My thoughts here are that while you get the unarmed line of melee, you are not TKM. This is more a "dirty pool" street fight melee. Much nastier... with cheap shots, below the belt shots, and sucker punches. I havent thought it all out yet, but it seemsto fit the part.






Callale Xan
Imperial Colonel


Currently on vacation in Freeport. Please leave a message.
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