Brawler Archive

Thread: What do you think of this plan for the CU?

TheLateAnakinSolo
Sat Nov 27, 2004 3:58 pm
#1



The Perfect Combat Upgrade!

The Perfect Combat upgrade will balance out all combat professions in a state of both PvP and PvE throughout the universe, with a type of system so that each and every profession has balance and weakness. This includes...


  • Both melee and rangedcombatants given advantages and disadvantages. The main 'star wars' content should drive most to the ranged profession, but still give those who wish to be melee balance.

  • Profession 'stacking' is no longer an option, but rather a Profession A with a, and Profession B with b, not Professions A & B with both ab at once.

  • 'Sway' type of combat style, with specials turning combat, not spam

  • Overall 'group' of game, rather then many single players.

Now, with those goals of the combat upgrade, this is the system that I have devised to bring PvP and overall balance to Combat. These are infive categories, STATES, MELEE, RANGED, PvE, and OTHER.




STATES and HAM


States play a key role in SWG, effecting the outcome of each and every battle. Current tactics like the famous 'dizzy KD' need to disappear in order to bring balance to the game. These are the following....



  • STUN - This state will hold a given player in place for however long the state is applied. The effected has no changes to offense/defense.

  • DIZZY - This state will have multipleuses. The first, when standing, a players max run is taken down by 50%, with burst run disabled while the state is currently applied. When used with KD, the effected player is 'disabled' for a total of 10 seconds. When used with Posture Down, a ranged combatant is unable to change positions for 10 seconds. Melee combatants are immune to KD/Posture Down from another Melee, but are vulnerable vs. ranged. Ranged are vun to all.

  • INTIMIDATED - This state willdecrease one's accuracy by 25%, and also lower all defenses by 25%. This will cost high HAM, and have a 30 sec timer per use (not per 'hit' effect)

  • WARCRY - Causes a 10 second delay. Melee invunerable to this.

  • BLIND - Decreases accuracy by 25%



  • HAM - *using the new dev ham systems*Damage will only regenerate while sitting, not in combat. Items like STUN cost very little, while items such as Dizzy, Intimidate, and Warcry will drain a lot of ham.



MELEE


The melee combatants in SWG currently have a dominate role within current PvP. Their current abality to heal/defend while dealing out damage is unsurpassed by all professions. Because of this, everyone has become a melee combatant, drawing away from the actual 'feel' of Star Wars.


Melee should be move of a 'sway' profession, having a high defense ratio, high offense ratio, but a low 'range'. Melee combatants should go against each-other in long, high-stakes battles.



  • Melee will be invulnerable to states such as Posture Down and KD.

  • Melee defenses will only be active while holding that specific weapon.

  • Melee defenses will be at high ratios. Each profession will have a specific defense, such as the following...


    • Fencer


      • Uses counters and blocks to defend. Fencers will have a 45% chance to counter, and a 45% chance to block.

    • TKA


      • Uses speed and toughness. Dodge will be at 60%, with a 30% damage reduction

    • Pikeman


      • Uses Block to defend. Pikeman will have 90% chance to block incoming attacks.

    • ALL


      • When using armor, defense is cut in 1/2. (fencers will have 23% counter, 23% block)

      • When an attack is sucessfully blocked, no states or damage is applied.

  • Melee defenses are only useable when fighting another Melee.

  • DOT weapons are removed from the melee combat.

  • All previous DOT weapons will now have 20% more damage.

  • Melee weapons are able to kill someone in 3-7 hits. (aka, base damage of 300-500)

RANGED


Ranged combat will hold all of the ranged fighting in open spaces. They will be deadly, as it will be the most efficent way to kill someone. Their weakness will be in closed spaces, where they can be dominated by a melee character.



  • Ranged attackers will have the abality to apply all states except warcry.

  • Ranged will have lower ham costs.

  • Ranged attackers will have high damage output.

  • Ranged accuracy will be near 90% when standing, and decreasing 25% when either you or your target is moving.

  • Ranged attacks bypass any defenses except those by posture.

  • Postures effect defense. These are the following


    • When prone, you have a 90% chance of avoiding an enemy shot, but suffer a 10% accuracy loss.

    • When in cover, you have a 90% chance of avoiding an enemy shot, and have a +10% accuracy.

    • When kneeling, you have a 45% chace of avoiding an enemy shot, and have a +15% accuracy.

    • When standing you have a 10% chace of avoiding an enemy shot, and have a +25% accuracy.

PvE


Pretty simple. For every 10k of xp a creature gives (No cap), it should take 1 person to take it down. Pets should have a HUGE role here.


Other



  • Buffs should be based on %, not values. Best buffs should be able to increase your ham by 100%. (max ham around 2k)

  • Armor max value should be at 50%.

  • Only DOT's should be the CM's, and those should tick every min, with a tick of around 500 (used as a backup tool)

  • Best weapons should be crafted by WS, with loot components.

  • Pets have a large role, leaving resist values and ham as is, while decreasing everything else.

  • Healing should only be able to be done if not in combat.

  • Increase of skill points from 250 to 275

  • Jedi should have an 90% block rate to both melee and ranged. Hopefully, an increase in combat and PvP intrest will decrease the % of the PvP population that Jedi is, and not make them overpowered. (Knights should be able to take about 2 players at once, ranged or melee. FRS xp should be based on damage given in PvP rather then kills, deaths, or killing other jedi. Jedi should recieve very very limited if in groups, only using being an aid to other PvP'ers rather then a dominator. When in a group with jedi, BH droids should not work. A possibility is giving xp when defending a base (press a button on a faction base when your there, and for every kill within 1k, you gain FRS xp for, jedi or not. *if multipul jedi are attacking a single player, no xp to either of the jedi*.

  • Faction bases allowed on every planet.

  • Reduced faction base cost

  • Lessed requirement to take down faction bases.



- 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.
Squiddie
Tue Nov 30, 2004 9:35 am
#2

I only see one problem. If this were the CU, pikemen would dominate melee. I mean come on, 90% chance to completley go undamaged? I like the armor idea though, but I don't like the posture change idea. In reality, its easier to aim when kneeling/prone, and harder to be hit. I think it would be more appropiate if there was a 2 second delay after getting up from kneeling, and a 4 second delay for prone. That way they would be easy targets for rushing melee. And one FINAL thing. I think to stop ranged from getting overpowered in this "new cu", it should be, when a melee person gets within 15 meters of a attacking ranged guy, his defenses work again, and the ranged gets a -20% accuracy. Other then that, great job If only it were real....



IF YOU CARE ENOUGH TO READ THIS, I FEEL SORRY FOR YOU
BrerLapin
Tue Nov 30, 2004 9:57 am
#3


I can see where your going but the specifics areflawed.


ie

  • Fencer

    • Uses counters and blocks to defend. Fencers will have a 45% chance to counter, and a 45% chance to block. Whats the difference between a counter & a block exactly ? As it stands or asits inteneded useage bearing in mind counter should return a free hit.

  • TKA

    • Uses speed and toughness. Dodge will be at 60%, with a 30% damage reduction Youll find martial arts tend to focus on not being struck at all, never mind toughness.

  • Pikeman

    • Uses Block to defend. Pikeman will have 90% chance to block incoming attacks. 90% chance compared to the two above ? Why not 45% block 45% dodge ?


  • However thats of no real importance as Counter Block & Dodge not only dont work but arent appropriate.


    A Fencer (A swordsman in the correct useage of the word) uses the flat of the blade to parry & the edge to counter, swords by & large are generally 4 foot not that long meaning that dodging is an inaproiriate term. The sword has two edges primarily as a means of making it a 'ready' weapon. Meaning always able to strike, its the reason its such a popular design. The Japanese katana is designed to strike nothing else, it can be used to parry but its a bad idea given the edge on the back of the blades different to the rest of the steel.


    A Swordsman, yielding heavy 2 handed weapons is unready meaning he cannot easily counter or change direction, he doesnt so much as block as strike his openent before he is struck. Dodging is approipriate here as the heavy weapon cannot be placed in a defensive line easily. Also due to the nature of hafted weapons, they can easily be grabbed & removed form the yielder (Ive done this to spear men in real life, a hammer would be a breeze). Counter is wholly inapproipriate.


    Ahh Pikemen & blocking,a pikeman blocking would have broken fingers. Counters more approiriate in that the weapon is used to strike the opponents offside while hes striking at you using inertia & swing. To counter that your opponent would of course be using a SHIELD (a real one not an energy jobby).


    Worst of all a creature attacking you does not block or counter, its savage feral attack aimed mainly at the fleshy bits of your body.



    The devs just shat the system. Best we can hope for is they disband the states into three Dizzy/Stun, Posture changes & In timdate/warcry. Only the specific classes can cause either of these states.


    Bh's & Commandos & TKs doing smaller balanced variants.


    Message Edited by BrerLapin on 11-30-2004 09:14 AM



    Star Wars - Published 1977 written by George Lucas (Allegedley) ISBN 0-7221-5669-3
    ' "Your father's lightsabre," Kenobi told him. "At one time they were widely used. Still are in certain galactic quarters.'

    Explanation for only Jedi PCs using them is .....?
    Sinara-Snake
    Tue Nov 30, 2004 5:24 pm
    #4

    Is this just a suggestion?



    Sinara Snake
    Pre CU: Master Bounty Hunter/Master Pistoleer Post CU: Master Squad Leader/Master Rifleman
    Xeno' Aku
    Pre-Patch 9 Jedi
    In life you were our friend, even though death seperated us, the Brothers will always remember you Osab Aku. We miss you!
    Imspaced
    Wed Dec 01, 2004 11:35 am
    #5






    Other



    • Buffs should be based on %, not values. Best buffs should be able to increase your ham by 100%. (max ham around 2k)

    • Armor max value should be at 50%.

    • Only DOT's should be the CM's, and those should tick every min, with a tick of around 500 (used as a backup tool)

    • Best weapons should be crafted by WS, with loot components.

    • Pets have a large role, leaving resist values and ham as is, while decreasing everything else.

    • Healing should only be able to be done if not in combat.

    • Increase of skill points from 250 to 275

    • Jedi should have an 90% block rate to both melee and ranged. Hopefully, an increase in combat and PvP intrest will decrease the % of the PvP population that Jedi is, and not make them overpowered. (Knights should be able to take about 2 players at once, ranged or melee. FRS xp should be based on damage given in PvP rather then kills, deaths, or killing other jedi. Jedi should recieve very very limited if in groups, only using being an aid to other PvP'ers rather then a dominator. When in a group with jedi, BH droids should not work. A possibility is giving xp when defending a base (press a button on a faction base when your there, and for every kill within 1k, you gain FRS xp for, jedi or not. *if multipul jedi are attacking a single player, no xp to either of the jedi*.

    • Faction bases allowed on every planet.

    • Reduced faction base cost

    • Lessed requirement to take down faction bases.






    ??? Pets, shouldnt be here or should be really rare, make them a little more powerful than they're now but I dont want to see Rancors in bestine anymore. 90% Jedi block?!?! Come on, you see how inaffective Ranged is VS a master saber? Imagine if EVERYONE was like that. You're setting up for a even more over power set up. Make it 60% to everything and then ill be happy. 90% rounds up due to the roll rate, so you end up blocking 96%-98% of the time out of 100 shots. Next is... Lesser requirements to take down a base..... What're you thinking here? Bases should cost ALOT and be completly hardcore to take down. Bottom line. Sorry Ive seen you post this every where, and in every case it is just bad ideas. Another thing is... I see you're a jedi knight



    Kevin "Q-3PO" O'Hara
    SOE Associate Producer
    SWG Community Relations Manager

    TheLateAnakinSolo
    Wed Dec 01, 2004 5:39 pm
    #6






    Imspaced wrote:





    Other



    • Buffs should be based on %, not values. Best buffs should be able to increase your ham by 100%. (max ham around 2k)

    • Armor max value should be at 50%.

    • Only DOT's should be the CM's, and those should tick every min, with a tick of around 500 (used as a backup tool)

    • Best weapons should be crafted by WS, with loot components.

    • Pets have a large role, leaving resist values and ham as is, while decreasing everything else.

    • Healing should only be able to be done if not in combat.

    • Increase of skill points from 250 to 275

    • Jedi should have an 90% block rate to both melee and ranged. Hopefully, an increase in combat and PvP intrest will decrease the % of the PvP population that Jedi is, and not make them overpowered. (Knights should be able to take about 2 players at once, ranged or melee. FRS xp should be based on damage given in PvP rather then kills, deaths, or killing other jedi. Jedi should recieve very very limited if in groups, only using being an aid to other PvP'ers rather then a dominator. When in a group with jedi, BH droids should not work. A possibility is giving xp when defending a base (press a button on a faction base when your there, and for every kill within 1k, you gain FRS xp for, jedi or not. *if multipul jedi are attacking a single player, no xp to either of the jedi*.

    • Faction bases allowed on every planet.

    • Reduced faction base cost

    • Lessed requirement to take down faction bases.






    ??? Pets, shouldnt be here or should be really rare, make them a little more powerful than they're now but I dont want to see Rancors in bestine anymore. 90% Jedi block?!?! Come on, you see how inaffective Ranged is VS a master saber? Imagine if EVERYONE was like that. You're setting up for a even more over power set up. Make it 60% to everything and then ill be happy. 90% rounds up due to the roll rate, so you end up blocking 96%-98% of the time out of 100 shots. Next is... Lesser requirements to take down a base..... What're you thinking here? Bases should cost ALOT and be completly hardcore to take down. Bottom line. Sorry Ive seen you post this every where, and in every case it is just bad ideas. Another thing is... I see you're a jedi knight





    I also see you've been posting im my other one too.



    The things is, if melee would have 90% block/exe and vun to ranged, with ranged vice versa, I think that the TINY bit more effort required to become a jedi should be able to have them at both.





    - 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.
    BrerLapin
    Fri Dec 03, 2004 6:07 am
    #7

    Sure if we are being logical.


    Flamethrowers, EE3's (Thats why Boba had one), Scatter pistols, LLCs, Rocket launchers & grenades & any other insubstantial or non-single physical projectiles shouldnt be blockable at all in any way.


    I have no problem with Jedi having a 90% block if thats the case.



    Star Wars - Published 1977 written by George Lucas (Allegedley) ISBN 0-7221-5669-3
    ' "Your father's lightsabre," Kenobi told him. "At one time they were widely used. Still are in certain galactic quarters.'

    Explanation for only Jedi PCs using them is .....?
    babble
    Sat Dec 11, 2004 3:07 am
    #8

    im with him i have no problem using an ee3 to kill jedi ^_^ i got the perfect one picked out already




    I like cake.
    imwasted
    Sat Dec 18, 2004 9:26 pm
    #9

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