Carbineer Archive

Thread: Posture change suggestions... carbineers please respond!

Dashiva7
Wed Sep 03, 2003 4:05 pm
#1


The star wars combat system is built around posture change.


Please look at the following example of how to make the system functional and fun.



Standing- Take normal damage from ranged and melee
Have normal defense modifiers against ranged
Have 2 x defense modifiers against melee
Have no bonus to aim due to posture


Kneeling- Take 1.5 x damage from ranged and melee
Have 1.5 x defensive modifiers from ranged
Have a 1.5 x defensive vulnerability to melee
Have a 1.5 x aiming bonus due to posture
(Note: maybe 2 would be a better mod)


Prone- Take 2 x damage from ranged and melee
Have 2 x defensive modifiers from ranged
Have a 2 x defensive vulnerability to melee
Have a 2 x aiming bonus due to posture
(Note: maybe 2.5 would be a better mod)


Upon knockdown or any posture change forced or not, has no stun or pause in actions.
If you get knocked down you continue to fire just as you normally would you just changed your


defense/offensive mods and mobility.


Each posture has a risk and a reward.


The risk/payoff is the defense bonuses or damage multipliers. Knockdown won’t be the end all be all, it


will be a vehicle to get a damage bonus to a downed foe. However, being knocked down will up your defense


and accuracy x 2, there is a good chance the next shot will miss you now, but you take double damage from


melee!


Players & NPC’s who have the TAKE COVER skill get further bonuses to defense from ranged


Give melee players bonuses to defense from ranged while running.


Upon knockdown or any posture change forced or not, has no stun or pause in actions.
If you get knocked down you continue to fire just as you normally would you just changed your


defense/offensive mods and mobility.


If you are posturechanged down you can tumble to standing immediately and because you are tumbling you


get a defense bonus of 1.5 against ranged and melee (provided you have that skill)


Have all posture changing attack do normal damage or even less than normal (i.e. get no multipliers).


(For TKA’s lower them greatly)


Make the defense modifiers high enough that they work as shown above and are important.


The above changes would make what posture you are in IMPORTANT and a vital part to your combat strategy.


Strategy would come into play and spamming of one special would be removed.


Riflemen who can posture change up would have another niche.


Carbineers who have the most posture change attacks would have their niche (crowd control and such)


The above changes would remove the need for timers for posture changing attacks.


The above changes would make melee a viable integral part of the game.
(They would be hell on posture-downed opponents)


There could be so much to the SWG combat system, if approached like this.


The emphasis on being in the correct posture while having your foe in the most advantageous posture to


you would add a much-needed missing element.


I am sure if we brainstorm we could come up with more advantages/disadvantages to this theory.
Dashai


agerg
Wed Sep 03, 2003 5:51 pm
#2

aren't the defense buffs deactivated now? i'm guessing so... the defense vs knockdown and stun and dizy and + range/meleedefense aren't activated for reaching the ultimate PvPer purposes...i'm guessing that's why melee can't be the top PvP for now...



Xitri
I Heart t3h Buffs



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