Bounty Hunter Archive

Thread: CU Update

Danison
Tue Mar 18, 2003 4:38 pm
#1



Quaddw wrote:
Any Dev want to comment on this to make it offical?


A dev posted it, so I think its as official as it can be for a document being circulated pre-alpha.



We don't care, we don't have to care. We're SOE.
Quaddw
Fri Mar 18, 2005 4:31 pm
#2

Special Actions
The following profession trees will be modified by adding and removing new special abilities to bring them in line with the new system: Marksmen, Medic, Brawler, Scout, Riflemen, Pistoleer, Carbineer, Bounty Hunter, Smuggler, Commando, Pikeman, Swordsman, Fencer, Jedi, TKA, Doctor, Combat Medic.
All of the above professions will be re-balanced so that mastery requires a more equal number of skill points for each of the elite professions. No player will be able to master three elite combat professions.
The profession trees for Entertainers, Musicians, Dancers and Image Designers will be affected by the Combat Upgrade, and will likely need some profession tweaking because of the changes with wounds, stat migration and buffs to the mind. We will make adjustments to entertainers by creating some long lasting, minor buffs for combat professions. The initial changes to these professions will be:....

Special Actions (continued)
Players that have skill boxes in one of these affected professions will be allowed a skill re-spec for their character. This does not include the force sensitive skills. (A re-spec is short for "respecify". It is the chance to choose new skills for your character).
Special actions will follow a more traditional "3 phase" execution: Wind-up, Execution, and Cool-down. Certain actions don’t have a windup and will execute instantly.
The wind-up phase is the time from when the player begins a special move to when the move takes effect. During this time, there will be a UI element, visible particle effects (or animation), and sound effects to indicate the player has initiated an action. The length of the wind-up time is determined by the ability used, the character's advancement level and associated buffs on the character.
Some abilities can be interrupted in the wind-up phase by attacks from opponents.
Moving during the wind-up phase cancels the action. By extension, actions which have no wind-up time will not be cancelled by moving. (Many special actions will not have a wind-up. Wind-ups will be used for specials such as "Aim" where the player would be stopping to aim a weapon).
The execution phase is the time the special action uses to perform the action. It is determined by the weapon the character has equipped and any associated buffs on the character. During this time, no other actions can be performed.
The execution time is indicated on-screen by disabling all other special action icons, by animations and particle effects associated with the action, and by sound effects.
The cool-down phase is the time after the action is performed when that action cannot be executed again. The length of the cool-down time is determined by the ability used, the character’s advancement level, and any associated buffs. All actions belong to a "cool-down group".
Actions which share the same cool-down group cannot be executed until the cool-down timer expires.
Cool-down is visualized by disabling all icons in the same cool-down group. No sound effect or animation is associated with cool-down since the player will be doing other things during the potentially long cool-down phase.
While an action or group is cooling down, the player may begin actions that are in other cool-down groups.
Toolbar text will be updated to better describe each ability.
The icons for each ability will be redone in full color. They will visually indicate which abilities draw from mind, which draw from action, and which draw from both.


Does this mean we will get to relocate skills?

Quoted From
http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=63147#M63147

Message Edited by Quaddw on 03-18-2005 06:34 PM



»Sulos Tur'bak«
{{Master Doctor - Master Pikeman}}
-=Unlocked Jedi 6-28-04=-
ggggggggggggggggg|///n Jedi Knight n\\\|ggggggggggggggggg
Emotemaster
Fri Mar 18, 2005 4:32 pm
#3






ÎVا§?
-X-
TheLateAnakinSolo
Fri Mar 18, 2005 4:33 pm
#4

Where did this come from?



- I support keeping & balancing the current combat system
Face Loran (2 unlocks), Rostek Horn (Jedi Knight), Corbantis
*April 17th, 2004* to *Sept 13th, 2004.* *Dec 20th, 2004* to *Unknown*
*****Non-Geo Cave Jedi*****
JEDI KNIGHT waiting for a FRS fix
Dont ask me why I'm going for 2 Jedi, because I don't know myself.
Do or Do not, there is no try.
Quaddw
Fri Mar 18, 2005 4:36 pm
#5

Any Dev want to comment on this to make it offical?



»Sulos Tur'bak«
{{Master Doctor - Master Pikeman}}
-=Unlocked Jedi 6-28-04=-
ggggggggggggggggg|///n Jedi Knight n\\\|ggggggggggggggggg
Danison
Fri Mar 18, 2005 4:37 pm
#6



Quaddw wrote:
Does this mean we will get to relocate skills?




Thats the way I read it, just not FSCS skills.



We don't care, we don't have to care. We're SOE.
Danison
Fri Mar 18, 2005 4:38 pm
#7



Quaddw wrote:
Any Dev want to comment on this to make it offical?


A dev posted it, so I think its as official as it can be for a document being circulated pre-alpha.



We don't care, we don't have to care. We're SOE.
Powsaut
Fri Mar 18, 2005 4:41 pm
#8

http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=63147#M63147
Frico
Fri Mar 18, 2005 4:45 pm
#9






Danison wrote:





Quaddw wrote:
Does this mean we will get to relocate skills?






Thats the way I read it, just not FSCS skills.





And Jedi skills..



Frico Lightwave - Jedi Padawan

(gggggggggggg:WXnnnn[[[[[[nnnnWX9gggggggggggg)

Oh man.. This saber takes ages to make..
Teioh
Fri Mar 18, 2005 4:47 pm
#10



Frico wrote:


Danison wrote:


Quaddw wrote:
Does this mean we will get to relocate skills?




Thats the way I read it, just not FSCS skills.


And Jedi skills..




It's up to interpretation but I assume they mean that the actual jedi skills will be able to be reallocated



Oh and one more thing. Have you guys ever seen those sigs that are lines of text and look like they are a part of the post?

-------
Ingame Names
Anno
rarely Teioh-II
almost never Aio

jcesare
Fri Mar 18, 2005 4:52 pm
#11


I find this interesting:






Health, Action, Mind pools

A character's maximum health will increase with the character's combat level up to 300%. New character health will be 1000, maxed character health will be 3000.
Players will be able to reference their combat level.
Short term buffs will modify this health value no more than 20%.
Long term buffs will modify this health value no more than 10%.
Species modifiers will affect no more than 10% of a base statistic.







It sounds like the health bar is going to work like the Force bar. The more skill you have in an elite profession, the more health you get. I like this concept. I frees us from always having to be buffed or be dead meat.


Message Edited by jcesare on 03-18-2005 03:54 PM






ggggggggggxnnntnnnnnnntnnnxgggggggggg



Quaddw
Fri Mar 18, 2005 4:56 pm
#12

I can see the healer tree being heavily modified for this change to the Ham system



»Sulos Tur'bak«
{{Master Doctor - Master Pikeman}}
-=Unlocked Jedi 6-28-04=-
ggggggggggggggggg|///n Jedi Knight n\\\|ggggggggggggggggg
Holzen
Fri Mar 18, 2005 5:09 pm
#13

another fyi







Rhayven wrote:
TH, I just want to make sure i am inferring from the document properly: This finally confirms that jedi will get a respec along with the other combat professions. Is that correct?






Not yet, but things are leaning that way.



Kurt "Thunderheart" Stangl
Community Relations Manager

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