Bounty Hunter Archive
Thread: HOW TO LIMIT JEDI MAKE MORE CHOICES
As I see it the reason why so many people insist on going through the hologrind in order to become Jedi is that there is no other long term goal in the game besides leveling Jedi.
I used to play everquest where all the professions took time to master and even when you maxed out your character there was always good loot to look forward to gaining in the future. Now in SWG this game is based upon quick leveling professions and a crafter based economy. While a crafter based economy is nice for newly started people its dreadfull for those that have been around for quite a while since its possible to get every item the game has to offer in a period of weeks.
What I propose is that the dev's should implement 2 things. The first idea is to implement more end-game professions and the second idea is too implement a raid like system for better loot. Now this loot should be good in its own right but nothing that would make crafters go bankrupt since they cant compete.
Below are a list of end-game professions, each of these professions could have a different quest in order to unlock much like the Jedi quest coming next publish.
Nightsister Initiate / Singing Mountain Clan initiate - These would be available to female characters. This profession would have 2 skill trees for it and enough left over for the person to master 1 basic profession.
First Skill tree would focus on using the dangerous nightsister lance and taming rancors. This tree would also allow them to craft the Nightsister lance plus with added loot drops they can put poison / disease / fire dots in their weapons much like Jedi can put crystals in thiers. Also by the time this skill tree is mastered the nightsister can train and use up to a level 70 rancor as a pet. Afterthought it would be nice if these could train a full grown rancor so if an ancient bull rancor fits within the level limit they could train it.
Second Skill Tree would involve using force offensive powers. This could be the same as the Jedi force powers branch. i.e. containing Lightning, choke and weaken.
Profession overview:
Damage output - Good damage output limited to Kinetic or Electric Damage, augmented by poison dots and force powers.
Defensive Abilities - Avoidance Good , Damage Absorbtion Good.
Noteable Abilities - Can tame an adult high level Rancor pet and use offensive force powers.
True Terras Kasi Master - Rename the current TKM's to unarmed specialists and make Terras Kasi an actual end-game profession. This profession would have two skill trees and would be issued special robes to work as armor.
The first skill tree would focus on unarmed combat and it would come close to the offensive strength as a pre combat revamp TKA. Also with this skill tree the TKA would develope damage avoidance techniques to rival that of a Jedi.
The second skill tree would focus on the TKA meditative techniques. At the beginning the TKA meditate ability would function much like the current TKA meditative ability but later in the tree a TKA could heal himself with a thought or passively heal wounds / poison / disease while hes doing every day activities like walking or fighting. As an afterthought I would propose offering TKM's great resists versus disease damage through the meditation line.
Profession overview:
Damage Output - limited to kinetic damage but the damage is quite considerable.
Defense - Damage Avoidence On par with Jedi, Damage Absorbtion - weak due to no armor but they get toughness.
Special Abilities - Can use their inner disciplines to heal wounds on the spot, passively heal wounds without meditating at higher levels and the ability to gain innate disease resists.
Mandalorian / Death Watch Mercenary - This profession would be the ultimate ranged warrior. He / She would be masters of all ranged weapons ranging from pistols to heavy weapons. Each of these guys would be give the ability to wear BH / Mandalorian armor that is reasonably lightsaber resistant. They will get the armor much like the current Jedi get their robes, the BH armor will be awarded to the player at the non frs ranks while the Mandalorian will be awarded after the trials rank. Also they will have the ability to use special traps / gadgets to supply an advantage in combat. Each trap or gadget will have limited charges and it would have to be inserted into the Mercenaries armor in order to use, much like a Jedi has to put crystals in his saber. One thing to note is that these gadgets should be used by a skill button and not clicking on the items. This profession would have 2 skill trees and would be able to master one basic profession.
First tree would consist of mastering all ranged weaponry. With this skill tree they will get the ability to target all HAM pools with any weapon they desire plus they will have the ability to inflict any state with certain weapons. On an afterthought they will get the ability to use any BH and Commando special such as Lightning cone or flame cone but with greater accuracy.
Second tree will involve using and making gadgets. Gadgets could include grappling hooks to prevent a player from fleeing for 10 seconds, mini-missiles that cause AOE damage or a special Jetpack with limited charges that would allow the Mercenary to run at force run2 speed for a limited duration.
Profession overview:
Damage Output - Has access to all the damage types the game has to offer except Lightsaber. Damage output varies per weapon but nobody can match this guy for pure ranged skill.
Defense - Damage Avoidance - Good, Damage Absorbtion - Good if wearing Mandalorian.
Special Abilities - Can use charged use gadgets and is one of the few professions that can resist Lightsaber Damage.
Morgukai warriors - this was an ancient sect of warriors that specialised in melee weaponry. Through intense mental exercises they were resistant to Jedi force powers and some were even known to use cortosis weapons and armor in battle. This profession would be much like the mandalorian when it came to weaponry but their power would be with melee weaponry. This profession would include 2 trees with the ability to master one basic profession.
The first tree would focus on all melee weaponry. They would have the ability to target all HAM pools with any melee weapon and have access to all the state attacks.
The second skill tree would involve force defense, the ability to craft special armor ( maybe RIS ) and melee defensive skills that work with all weapons. Now this profession wouldnt be able to avoid damage like the Jedi or TKM but they have the ability to take a beating like none other.
Profession Overview:
Damage Output - Awesome, has access to all melee weaponry in the game with the exception of the Lightsaber. Matchless in his weaponspeed and accuracy proficiency.
Defense - Damage Avoidance - weak, Damage Absorbtion - Awesome.
Special Abilities - Resistant to force Powers and can use armor made of cortosis to resist Lightsaber Damage.
Black Sun Operative - The black sun is an elite crime organization that ran everything much like the mafia is said to do today. In any such organization there will always be a need for people to do unpleasant jobs and this is the Operatives job to do. This profession will be two skill trees with the option to master a third basic profession.
The first tree would involve combat skills and defense. This profession would be quick damage and damage avoidance. Also to note they should have a special attack for themselves that would vastly increase the chance of wounding per attack used. Also through this tree they would get innate poison resist mods.
The second tree would involve stealth skills through this tree the Operative will be able to craft sound dampening and stealth generators so that they can sneak up on opponents unaware. i.e. can be seen on the screen but not on the radar. They will also be given the ability to disguise themselves to avoid detection. i.e. appear to be something they are not. Or throw down a smoke grenade in order to make a hasty retreat.
Profession overview:
Damage - Limited too 1handed weaponry such as vibroblades and rifles. Damage output for this profession is high especially with the fact of them being able to inflict wounds so easily.
Defense - Damage Avoidance - good, Damage Absorbtion - weak. These guys dont wear any armor for stealth purposes.
Special Abilities - Ability to inflict mortal wounds and the ability to stay off of radar. Also if a situation is too hot for them they can pop a smoke grenade to get out of sight and escape. Resistant to poison.
Imperial Royal Guard - Each of these guards were the elite of the elite when it came to the empires warriors and they were all hand picked by the emporer. Each of these Pikeman are given the ability to use the deadly force pike and they wear the Imperial Royal Guard Armor. I dont know much about the force pike but I dont think I would be going out too much on the limb to think that they are much like a lightsaber in deadliness. This profession would have two trees.
The first would involve crafting and fighting with the force pike which is a special pike weapon that uses Lightsaber damage as a damage type and is heavy armor piercing.
The second defense tree would involve the royal guards defensive abilities. These would be able to take damage much like a Morgukai warrior but would also be able to avoid quite a bit of damage also.
Profession Overview:
Damage Output - Awesome these guys use the same damage type as Jedi but their pikes are AR3 instead of 2 for sabers.
Defense - Damage Avoidance - Good, Damage Absorbtion - Good.
Special Abilities - Besides special attacks none, unless these guys were somewhat trained in the force.
Now how would each of these professions lower the amount of Jedi? Its quite simple everyone will be given the option to strive towards different end-game professions with their own strengths and weaknesses. Now each of these professions would have the same xp requirement as Jedi and suffer the same death penalty as Jedi but they wont be content for Bounty Hunters unless they get an option to hunt high ranking faction members in the future.
Another way to lower the Jedi population is that once these professions come out the current Jedi can each be given the choice to convert to the profession of their choice since they have already unlocked and done the long grind for a 1 for 1 box transfer.
Please tell me what you think and if you have any ideas on other professions respond below.
MY IDEAS
HIGH END RANGED PROFESSIONS
STORM TROOPER A storm trooper will be the elite wing of the empirial army. A storm Trooper will have to master all ranged professions to be even considered for aplication. A storm trooper will under go a lengthy training phase or quest maybe even a boring boot camp so as to weed out the weak minded. A storm trooper will be a master with the rifle and carbine and will use it to the utmost efficiency. A Storm trooper will have better ranged defenses and offense capability will be increased. A storm trooper will have a wider range of specials as compared to rifleman and carbiner. Plus a storm troopers specials will consume less action meaning more dps per action bar. The storm trooper profession will be a long and hard journey to master but at the end the player will be rewarded a suit of non decay storm trooper armor.Troopers will be the elite carbineers or Rifleman of the Empire. To even be considered into the ranks of the Storm Troopers You must Master all of the Ranged Professions and go through a Grueling Quest system where you do missions for the Empire and take part in some boring training camp that will last a while. Storm Troopers will use rifles or carbines ad the main difference as for the Cu they will have better defense and offense capabilities. Plus action costs for specials will be lower meaning more shots per action bar. These extended classes will ast give people a chance to continue with character progression which a Mmorg is all about.
REBEL COMMANDO A rebel commando will be the Elite force in the Rebel special forces. A rebel commando will have to master commando plus two elite ranged professions. The commando will undergo a lengthy training phase and a long boot camp to enter the ranks of the rebel elite. A Rebel commando will be more devestating with heavy weapons plus he will actualy have aoe specials. His grenades will be extremly deadly and he will throw them with extreme accuracy. This class will dish out more damage than the generic form of commando plus he will be more efficient with his action. This class will be a long and lengthy road plus when you reach master you will recieve a full suite of non decay katarn armor.mandos will be an elite force of commandos. The big difference is they will be harder to grind and they will have better accuracy and specials. Action costs will be lower meaning more fire power.
BOUNTY HUNTER Alot of people might take offense to this one but make bounty hunter a high end profession. A bounty hunter will have to master Scout, Ranger, and all the marksman ranged professions to even be considered for initiate status. A player would recieve training in hunting down individuals and would have to spend a lengthy process in meeting out justice to even be considered for a Bounty Hunter novice. A bounty hunter will have many abilities due to his training as a ranged combat expert and marksman. A Bounty hunter will have many ranged specials to choose from with any ranged weapon available. He will be the master of tracking down a foe and of ambush. He will also learn how to make snares that have been adapted for humans instead of animals. Once the bounty hunter reaches master status he will recieve a full suite of mandalorian armor.
gonna tick alot of people off but give bounty hunter a reason to be uber. No one will complain If you are uber if you are considered an end game profession. A bounty hunter will be required to master scout, ranger, and the three marksman professions. The bounty hunter initiate will under go many quests to locate criminals and it will not be easy to be accepted into the profession. A bounty hunter will be the master of tracking, sneak attack, and Ambush. A bounty hunter will have many attacks due to his wide selection of armamants. Also the bounty hunter will learn how to track a target due to his ranger training. Terrain negotiation will be easy due to past training. Plus a bounty hunter has many snares and traps he has adapted to use on humans...
My whole point is that there is no other choice but jedi if you want to continue character development. Give players more choices and there will be less jedi. Also allow the Jedi's that are in the game now to have a choice to switch to another super profession and you might thin the numbers out a bit. Also for bounty hunters that ground the profession pre CU allow them to become a novice bounty hunters without doing any long quests to join the order ....
Please bumb this or boo this but this game is going to end up dying without any more high end content....
As I see it the reason why so many people insist on going through the hologrind in order to become Jedi is that there is no other long term goal in the game besides leveling Jedi.
I used to play everquest where all the professions took time to master and even when you maxed out your character there was always good loot to look forward to gaining in the future. Now in SWG this game is based upon quick leveling professions and a crafter based economy. While a crafter based economy is nice for newly started people its dreadfull for those that have been around for quite a while since its possible to get every item the game has to offer in a period of weeks.
What I propose is that the dev's should implement 2 things. The first idea is to implement more end-game professions and the second idea is too implement a raid like system for better loot. Now this loot should be good in its own right but nothing that would make crafters go bankrupt since they cant compete.
Below are a list of end-game professions, each of these professions could have a different quest in order to unlock much like the Jedi quest coming next publish.
Nightsister Initiate / Singing Mountain Clan initiate - These would be available to female characters. This profession would have 2 skill trees for it and enough left over for the person to master 1 basic profession.
First Skill tree would focus on using the dangerous nightsister lance and taming rancors. This tree would also allow them to craft the Nightsister lance plus with added loot drops they can put poison / disease / fire dots in their weapons much like Jedi can put crystals in thiers. Also by the time this skill tree is mastered the nightsister can train and use up to a level 70 rancor as a pet. Afterthought it would be nice if these could train a full grown rancor so if an ancient bull rancor fits within the level limit they could train it.
Second Skill Tree would involve using force offensive powers. This could be the same as the Jedi force powers branch. i.e. containing Lightning, choke and weaken.
Profession overview:
Damage output - Good damage output limited to Kinetic or Electric Damage, augmented by poison dots and force powers.
Defensive Abilities - Avoidance Good , Damage Absorbtion Good.
Noteable Abilities - Can tame an adult high level Rancor pet and use offensive force powers.
True Terras Kasi Master - Rename the current TKM's to unarmed specialists and make Terras Kasi an actual end-game profession. This profession would have two skill trees and would be issued special robes to work as armor.
The first skill tree would focus on unarmed combat and it would come close to the offensive strength as a pre combat revamp TKA. Also with this skill tree the TKA would develope damage avoidance techniques to rival that of a Jedi.
The second skill tree would focus on the TKA meditative techniques. At the beginning the TKA meditate ability would function much like the current TKA meditative ability but later in the tree a TKA could heal himself with a thought or passively heal wounds / poison / disease while hes doing every day activities like walking or fighting. As an afterthought I would propose offering TKM's great resists versus disease damage through the meditation line.
Profession overview:
Damage Output - limited to kinetic damage but the damage is quite considerable.
Defense - Damage Avoidence On par with Jedi, Damage Absorbtion - weak due to no armor but they get toughness.
Special Abilities - Can use their inner disciplines to heal wounds on the spot, passively heal wounds without meditating at higher levels and the ability to gain innate disease resists.
Mandalorian / Death Watch Mercenary - This profession would be the ultimate ranged warrior. He / She would be masters of all ranged weapons ranging from pistols to heavy weapons. Each of these guys would be give the ability to wear BH / Mandalorian armor that is reasonably lightsaber resistant. They will get the armor much like the current Jedi get their robes, the BH armor will be awarded to the player at the non frs ranks while the Mandalorian will be awarded after the trials rank. Also they will have the ability to use special traps / gadgets to supply an advantage in combat. Each trap or gadget will have limited charges and it would have to be inserted into the Mercenaries armor in order to use, much like a Jedi has to put crystals in his saber. One thing to note is that these gadgets should be used by a skill button and not clicking on the items. This profession would have 2 skill trees and would be able to master one basic profession.
First tree would consist of mastering all ranged weaponry. With this skill tree they will get the ability to target all HAM pools with any weapon they desire plus they will have the ability to inflict any state with certain weapons. On an afterthought they will get the ability to use any BH and Commando special such as Lightning cone or flame cone but with greater accuracy.
Second tree will involve using and making gadgets. Gadgets could include grappling hooks to prevent a player from fleeing for 10 seconds, mini-missiles that cause AOE damage or a special Jetpack with limited charges that would allow the Mercenary to run at force run2 speed for a limited duration.
Profession overview:
Damage Output - Has access to all the damage types the game has to offer except Lightsaber. Damage output varies per weapon but nobody can match this guy for pure ranged skill.
Defense - Damage Avoidance - Good, Damage Absorbtion - Good if wearing Mandalorian.
Special Abilities - Can use charged use gadgets and is one of the few professions that can resist Lightsaber Damage.
Morgukai warriors - this was an ancient sect of warriors that specialised in melee weaponry. Through intense mental exercises they were resistant to Jedi force powers and some were even known to use cortosis weapons and armor in battle. This profession would be much like the mandalorian when it came to weaponry but their power would be with melee weaponry. This profession would include 2 trees with the ability to master one basic profession.
The first tree would focus on all melee weaponry. They would have the ability to target all HAM pools with any melee weapon and have access to all the state attacks.
The second skill tree would involve force defense, the ability to craft special armor ( maybe RIS ) and melee defensive skills that work with all weapons. Now this profession wouldnt be able to avoid damage like the Jedi or TKM but they have the ability to take a beating like none other.
Profession Overview:
Damage Output - Awesome, has access to all melee weaponry in the game with the exception of the Lightsaber. Matchless in his weaponspeed and accuracy proficiency.
Defense - Damage Avoidance - weak, Damage Absorbtion - Awesome.
Special Abilities - Resistant to force Powers and can use armor made of cortosis to resist Lightsaber Damage.
Black Sun Operative - The black sun is an elite crime organization that ran everything much like the mafia is said to do today. In any such organization there will always be a need for people to do unpleasant jobs and this is the Operatives job to do. This profession will be two skill trees with the option to master a third basic profession.
The first tree would involve combat skills and defense. This profession would be quick damage and damage avoidance. Also to note they should have a special attack for themselves that would vastly increase the chance of wounding per attack used. Also through this tree they would get innate poison resist mods.
The second tree would involve stealth skills through this tree the Operative will be able to craft sound dampening and stealth generators so that they can sneak up on opponents unaware. i.e. can be seen on the screen but not on the radar. They will also be given the ability to disguise themselves to avoid detection. i.e. appear to be something they are not. Or throw down a smoke grenade in order to make a hasty retreat.
Profession overview:
Damage - Limited too 1handed weaponry such as vibroblades and rifles. Damage output for this profession is high especially with the fact of them being able to inflict wounds so easily.
Defense - Damage Avoidance - good, Damage Absorbtion - weak. These guys dont wear any armor for stealth purposes.
Special Abilities - Ability to inflict mortal wounds and the ability to stay off of radar. Also if a situation is too hot for them they can pop a smoke grenade to get out of sight and escape. Resistant to poison.
Imperial Royal Guard - Each of these guards were the elite of the elite when it came to the empires warriors and they were all hand picked by the emporer. Each of these Pikeman are given the ability to use the deadly force pike and they wear the Imperial Royal Guard Armor. I dont know much about the force pike but I dont think I would be going out too much on the limb to think that they are much like a lightsaber in deadliness. This profession would have two trees.
The first would involve crafting and fighting with the force pike which is a special pike weapon that uses Lightsaber damage as a damage type and is heavy armor piercing.
The second defense tree would involve the royal guards defensive abilities. These would be able to take damage much like a Morgukai warrior but would also be able to avoid quite a bit of damage also.
Profession Overview:
Damage Output - Awesome these guys use the same damage type as Jedi but their pikes are AR3 instead of 2 for sabers.
Defense - Damage Avoidance - Good, Damage Absorbtion - Good.
Special Abilities - Besides special attacks none, unless these guys were somewhat trained in the force.
Now how would each of these professions lower the amount of Jedi? Its quite simple everyone will be given the option to strive towards different end-game professions with their own strengths and weaknesses. Now each of these professions would have the same xp requirement as Jedi and suffer the same death penalty as Jedi but they wont be content for Bounty Hunters unless they get an option to hunt high ranking faction members in the future.
Another way to lower the Jedi population is that once these professions come out the current Jedi can each be given the choice to convert to the profession of their choice since they have already unlocked and done the long grind for a 1 for 1 box transfer.
Please tell me what you think and if you have any ideas on other professions respond below.
MY IDEAS
HIGH END RANGED PROFESSIONS
STORM TROOPER A storm trooper will be the elite wing of the empirial army. A storm Trooper will have to master all ranged professions to be even considered for aplication. A storm trooper will under go a lengthy training phase or quest maybe even a boring boot camp so as to weed out the weak minded. A storm trooper will be a master with the rifle and carbine and will use it to the utmost efficiency. A Storm trooper will have better ranged defenses and offense capability will be increased. A storm trooper will have a wider range of specials as compared to rifleman and carbiner. Plus a storm troopers specials will consume less action meaning more dps per action bar. The storm trooper profession will be a long and hard journey to master but at the end the player will be rewarded a suit of non decay storm trooper armor.Troopers will be the elite carbineers or Rifleman of the Empire. To even be considered into the ranks of the Storm Troopers You must Master all of the Ranged Professions and go through a Grueling Quest system where you do missions for the Empire and take part in some boring training camp that will last a while. Storm Troopers will use rifles or carbines ad the main difference as for the Cu they will have better defense and offense capabilities. Plus action costs for specials will be lower meaning more shots per action bar. These extended classes will ast give people a chance to continue with character progression which a Mmorg is all about.
REBEL COMMANDO A rebel commando will be the Elite force in the Rebel special forces. A rebel commando will have to master commando plus two elite ranged professions. The commando will undergo a lengthy training phase and a long boot camp to enter the ranks of the rebel elite. A Rebel commando will be more devestating with heavy weapons plus he will actualy have aoe specials. His grenades will be extremly deadly and he will throw them with extreme accuracy. This class will dish out more damage than the generic form of commando plus he will be more efficient with his action. This class will be a long and lengthy road plus when you reach master you will recieve a full suite of non decay katarn armor.mandos will be an elite force of commandos. The big difference is they will be harder to grind and they will have better accuracy and specials. Action costs will be lower meaning more fire power.
BOUNTY HUNTER Alot of people might take offense to this one but make bounty hunter a high end profession. A bounty hunter will have to master Scout, Ranger, and all the marksman ranged professions to even be considered for initiate status. A player would recieve training in hunting down individuals and would have to spend a lengthy process in meeting out justice to even be considered for a Bounty Hunter novice. A bounty hunter will have many abilities due to his training as a ranged combat expert and marksman. A Bounty hunter will have many ranged specials to choose from with any ranged weapon available. He will be the master of tracking down a foe and of ambush. He will also learn how to make snares that have been adapted for humans instead of animals. Once the bounty hunter reaches master status he will recieve a full suite of mandalorian armor.
gick alot of people off but give bounty hunter a reason to be uber. No one will complain If you are uber if you are considered an end game profession. A bounty hunter will be required to master scout, ranger, and the three marksman professions. The bounty hunter initiate will under go many quests to locate criminals and it will not be easy to be accepted into the profession. A bounty hunter will be the master of tracking, sneak attack, and Ambush. A bounty hunter will have many attacks due to his wide selection of armamants. Also the bounty hunter will learn how to track a target due to his ranger training. Terrain negotiation will be easy due to past training. Plus a bounty hunter has many snares and traps he has adapted to use on humans...
My whole point is that there is no other choice but jedi if you want to continue character development. Give players more choices and there will be less jedi. Also allow the Jedi's that are in the game now to have a choice to switch to another super profession and you might thin the numbers out a bit. Also for bounty hunters that ground the profession pre CU allow them to become a novice bounty hunters without doing any long quests to join the order ....
Please bumb this or boo this but this game is going to end up dying without any more high end content....