Commando Archive

Thread: Every age has its wars, and every war has its legends.

Cpl_Fisher
Wed Jun 08, 2005 8:20 pm
#1





This post has3 purposes.


The first is to reiterate the idea of having proffessions that can go above and beyond "normal" proffessions, similer to jedi.


The second is to discuss ideas to 1) implement it and 2) risk/rewards for such a system.


The best part is where we get to discuse/argue about it!


Like the title of the post, every age has its wars, and every war has its legends. In the star wars universe, the most prominent legends in the republic were the jedi. However, only an insignificant amount of the galaxies sentient beings were even force senstive. The start of the clone wars was the beginning of the age of Commando, Bounty Hunter, Squad Leader, Ranger,and Smuggler legends, similer to what WW II was to The USMC. prior to that time, they were individualy only recognized by there respective communities for the most part. After WW I, the Marines gained respect among the worlds fighting fraternities as a powerful and deadly force, but it wasn't until the bloodbaths of the Pacific campaign that everybody, not just militaries, knew exactly who the US Marines were, and if not admired them, at least respected them.



My personal opinion is that the entry needs to be quest/mission based. Not mindless grinding like Jedi. Instead it will take lots of mind to do! For Commando, I think assaults should be the main theme for the quest. We already have 9 assault style quest in game. The Corvette missions are perfect in my opinion for entry into an elite world. The prereques for starting down the commando path would be Master Commando for 3 months, and successful completing of all three of either imp, reb or nuetral missions. at this point, a grizzled old repulic commando visits you. He says he has heard of your exploits, and it has come to the attention of a few of his friends. he then gives you a wp on Kasyyyk. Its a base camp, hidden deep in the forest, where a company of republic commando's got stranded, and time has forgotten about them. When you get there, the Company CO. explains that there time is short in this galaxy, clones age faster than most people, but they have been searching for a select few to carry there fire into immortality. Offers basic Republic commando initiation. No skillpoint cost.


Like true commando's there weapons and gear are in excelent, if rather old condition, and they have non to spare. They say that some old gear may be laying around still, and if you can find it, they can train you in its deadly use. **Next step**complete clone relic quest.

after you succesfully finish clone relic quest, you must bring back all the gear, and turn it over to the Companies armoror. ** this may req that these quest be reset**


While the unit armoror is completing his maintenace, the CO tells you htat you should refine your basic military skills and report back to him in 3 weeks. Do one of the following, Imp, Reb, or Jaba's themeparks. ** again, this may require that quest be reset, or better yet added on to, this makes a lot of people happy** Offers basic commando Physical training. cost skillpoints. Removes penalty for heavy weapon speed


Next you are told that some of the companents of the clone relics can't be properly repaired w/o outside parts that the armoror can't fabricate. turn over your weapon components from thempark. come back in 3 weeks. basic weapon traning cost skill points. gives you heavy weapon and general weapon mods. heavy weapon speed +10 general speed +10 heavy wepon accuracy +30 gen accuracy +30


Tells you to put your skills to use. cap lifted from heavy weapons. next box cost a heafty 10 mil heavy wep xp.


next quest(s) need to come from the devs




rewards and possible ablities.


Passive armor break. You have so much experience destroying thigs that by muscle memory you automaticaly go for its weakest point


Heart of a commando, You can push yourself above and beyond what most people think a mortal can push themselves, however it comes at a Physical cost. no action cost for specials while active, instead, it comes out of your health pool.


Unflinching perseverence, Your mind is your mostpowerful ally, you can push through what would stop most beings through shear mental willpower. avoids incap due to health reaching zero, health regen is halted, damage instead is counted towards your mind pool, once mindpool is empty, your incapped.


presence of mind, a vet of countless actions, few things break your combat focus, passive ability, reduces states from landing (all states, including combat delays, roots, paralisis, all those cm debuffs) by 75%. the 75% is so that they guy has to spam them at least a few times to get them to stick.


Combat willpower, removes all states at a heafty health cost. (20% of max, unbuffed health)


Combat toughness passive ability that reduces damage by 15%


advanced combat toughness, reduces dots efectness by 15%


reserved for more ideas from the community... hint...hint...


at the end of your special ability missions, You get one final set of quest, similer to you knight trials. at the succesful completion of these quest, you get your Commando gear schems! I know a lot of commando's want mando, but that would one, not fit in really well with the quest, and two, that would raise hell from the Bh community. One possible compromise is that BH's get BH armor, and all4 "Mandolorian proffessions, Squad Leader, Commando, Bounty Hunter, and Ranger get Mando that they can wear once they reach the equilavent of jedi master, but that's another set of quest)

thses schems must be taken to a weaponsmith, armorsmith and tailor, but are linked to you, no one else can use them. unlike jedi, we need to still involve the rest of the community and not be self sufficient.


The best thing about your new gear is that it is CL70 weapons. just as jedi are 1.5x as strong as a reg proffession, so are commando's, however there 1.5x is not spread over everything, but instead is focused primarily on offense, with a lesser focus on defense, remember, we are shock troopers!

your new clone trooper armor is classified as assault, so we can wear it, however, it is the best of both recon and assualt. with great resources, and good experimentation, it should come out to about7500 max on all stats. also it is"custom fitted"meaning it gives +10% to all regens when worn.





best part now, we get to debate it!





seriously folks, good, bad, ugly?

every idea I come up with sounds good to me, otherwise I wouldn't have thought of it!










Message Edited by Cpl_Fisher on 06-08-200509:44 PM


Message Edited by Cpl_Fisher on 06-08-200510:30 PM


Message Edited by Cpl_Fisher on 06-08-2005 10:30 PM


Message Edited by Cpl_Fisher on 06-09-2005 05:34 PM

Message Edited by Cpl_Fisher on 06-12-2005 11:06 AM



Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
Tyreal18
Wed Jun 08, 2005 8:44 pm
#2

Well, I for one would love it if you could choose from several different options to further your military training, such as......



  1. Factionally. There would be a tree for basically each type of armor: Recon, Battle, and Assault. Each tree would provide different bonuses to day-to-day combat. Recon might give you a special burstrun that lasts 20% longer and recharges in only 60 seconds. Battle might give you a special awareness buff, which could raise your resistances to stun, dizzy, etc by 50%. And Assault could give a bonus such as duelist stance, but instead allow for a 2x multiplier to all dmg you do, but at a -150 to all defenses. You would first have to be a Captain to join in the factional trees, and at the end come out as a Colonel, signifying your achievements. While no tree is exclusive to any profession, they can be used to balance out your template or give you that added damage you have been searching for. Oh, and you can only get one of these trees. They take up no skill points

  2. Elite Specializations. Sure you might be a rifleman, but what type do you want to be? Do you want extra speed to cap out instead of using expensive tapes? Do you want that new-and-improved snipershot? Or maybe you simply want your conceal to work better? Each tree would consist of only three trees, and wouldr equire a.) a quest for each box, and b.) 1.2mil weapons XP to get. You can only get one line of these trees, and costs no skill points

  3. Hybrid Specializations. I.e. Commando, BH, and SL, this acts the same way as the elite specialization tree does.

  4. Hero of the Rebellion/Empire/(insert planet name here). This would be a series of quests to prove your loyalty, courage, and strength to your faction or planet of residence. You would first either report to your assigned faction headquarters (Emperor's Retreat, Alliance Stronghold on Corellia) or a planet's capitol's city hall and speak to an NPC. Dialogue aside, you must help those in need around the world or galaxy. The factions have it harder travel-wise, as if you are just the hero of a planet it is much easier to travel. However, at the end if you take the faction route you get an automatic 20% discount on all factional items. The training, taking up no skill points, emphasizes defense and general modifiers, as well as certain top-secret and also unorthodox fighting moves to help you gain an edge in battle. Once completed you could display as a title.

  5. Mandolorian Ways. Available to all to master, but only those allowed to wear Mando armor would benfit the most from this. Why?A certainbonus in there that adds +500 to health when wearing Mando armor, regardless of any other mods. Plus, it can allow certian slots to be placed in the Mando armor, like another thread in this forum has stated. These slots could hold extra items or weapons, allowing for devastating combos using rockets, grenades, and aflamethrower in quick succession. The disciplines in the tree would cover: Longe-range combat, Close-quartes Combat, World Knowlegde, and Advanced Military Tactics. No skill pints would be used in this tree.

One can only pursue a max of three trees total, allowing for vaied templates even within similar templates. This might not put professions above or even on the same level as jedi, but could give one the edge to tip the odds in one's favor during a fight with a jedi. Just some thoughts to get the ball rolling hehe.....

Cpl_Fisher
Sun Jun 12, 2005 10:07 am
#3

bump



Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
nbd9k
Sun Jun 12, 2005 10:20 am
#4

i like the idea, but keep in mind, if we got this, other professions would soon be demanding similar alterations.


it would be nice to not only be recognised for the profession, but to be recognised as a community that has the drive to stick with such a profession over such a period of time. that kind of thing would be a PR move by the DEVs.


actually, just the recognition that weve been promised changes for years, and we keep getting the short stick.
Cpl_Fisher
Sun Jun 12, 2005 10:43 am
#5






nbd9k wrote:

i like the idea, but keep in mind, if we got this, other professions would soon be demanding similar alterations.


it would be nice to not only be recognised for the profession, but to be recognised as a community that has the drive to stick with such a profession over such a period of time. that kind of thing would be a PR move by the DEVs.


actually, just the recognition that weve been promised changes for years, and we keep getting the short stick.






I think all hybrid proffessions and rangersshould get similer quest (excluding CM's, unless they want to being true battlefeild medics)


Think about it. Commando's, Smugglers, Squad leaders, Rangers, all can make a case for being pooped on, BH finally got some love, but not much.





Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
JoKen_Jash
Sun Jun 12, 2005 11:43 am
#6

Ok, I may be going over the edge here, but I think the whole commando profession should BECOME this. IE, this is how you get commando, not by getting a few boxes in marksman and brawler. Make Commando uber but hard to get, and make it so that it's the counter to jedi.



JoKen Jash
Commando to the end!

SWG in a nutshell:
JoKen Jash flips a coin.
RandomJedi: OMG!!!! IT'S AN I WIN BUTTON!!!! NERF IT!!!!!!


"It's the End of the World as we Know it, and I feel fine..."
TK-863
Sun Jun 12, 2005 1:15 pm
#7


Forced March


1/2 the speed bonus of burst run, can't beused while in combat, adds +15 terrain negotiation. Is toggleable, last until your mind wears out. (-10 mind per minute)


Improved forced March same as above, but can be done while in combat, but you can't attack. you can however heal,recover from states, ect.





My Name is CPL Audri Fisher. Master Rifleman until the day I die.
grmork wrote:

Well. We have til the 15th so lets beat the snot out of each other and enjoy it for the time have left to us. I'll see you guys out there.
Tyreal18
Sun Jun 12, 2005 3:16 pm
#8


Just some thoughts....



  1. Commando will never be the jedi counter. I'd love to have that sort of power, but realistically I think the most we'll ever get is a true working profession....but then if that happens we will be available to light some tunics on fire.....MUAHAHAHA!!!! /takes pills

  2. The grinding should not be in the form of XP or grinding. Instead, these extra "professions" should immerse the character in the Star Wars universe, i.e. running sting ops on Rebel agents, or kidnapping a high-ranking Imperial officer. Or it could simply be a Rifleman having to snipe out several NPCs without being seen to complete his training and master his chosen path.

  3. The bonuses given should be a.) worth it for every tree, b.) designed to enhance one's playstyle, not simply give them more power, and c.) not give them supreme power over those who do not have the same training as they do, basically avoiding a true alpha class

Now that that is out of the way, let's get started on some other things.....


I'm going off the idea that the Devs realize that we can be powerhouses and a utility profession at the same time, without being overpowered. How? By fixing our AOE for the weapons that need it (Flamer, HAR), and taking away radii for some others. Grenades need their radius removed, and should be thrown every five seconds, but 10 seconds for same type. We should have weapon types for all sorts of dmg. So, add in a new grenade that does AP and kinetic dmg, and fix some heavies to have an innate advanced AP (RL), and perhaps the HPBC has a light AP. Our weapons should always up the down time of specials, but then our weapons would have extra dmg. So with the ability to quickly subdue the enemy with a large barrage of heavy fire, we assume our position as the top dmg dealer, but we also do the damage slowly for our best weapons. But enough with that....here are some changes that could come through the training of these new professions....



  1. A commando can choose to follow several different paths to become the commando he feels truly represents a commando or his own playstyle. Yes, that includes a.) new weapons, b.) stealth attacks, c.) specials for heavies only, or d.) squad abilities to mix with SL. So you could become the ultimate utility profession with more weapons, or perhaps mix Comm with Rifles and use the stealth line to truly shine as a spec ops soldier. Or maybe you really want to increase your squad abilities, so you pick up the squad tactics line. The template mixings could be infinite, especially if you consider that every elite prof would gain 3-4 new lines to explore, so you do the math hehe

  2. The quest to start such a journey would begin with an old Clone Commando, who gives you a true set of Clone Commando Armor. Once you have donned this battle-scarred armor, you begin you journey to become a master or subterfuge and special operations. Your first assignment: assassinate a old Confederacy general missing since the end of the Clone Wars, but the clone still must complete his old mission, and has given it to you. The kill is quick and clean, and once you return to the clone, he gives you your first box, and a modified DC-15 pistol with the sniper attachment. Yes, that thingy is back, but instead of having it have attachments, they will be complete weapons, but tradeable, and only need the novice of this profession to use. They are lvl 54 weapons.

I've taken it upon myself to create a tree of said profession, mainly becauseI have been banned since yesterday and was bored :



Novice Box-- Commando Tactics:


Grants certs to DC-15 variants, +30 to terrain neg., +30 ranged/melee def.



Stealth Line-- Modified PSG Cloaks--> Suppression Extensions--> Modified Steps--> Close-Quarters KIlls--> Ghost


Gives a slight cloak (reduced radius as you go up), adds acc bonus when at max range and at 5m, adds +20 terrain neg.



Weapons Line-- E-WEB Basics--> Modifed Weapons Stocks--> Fragmentation Grenades--> Advanced E-WEB Tactics--> Weapons Tactician


Cert for Fragmentation Grenade, E-WEB, adds large acc bonus to heavies at max range, adds a special for E-WEB, adds +50 to grenade mods



Squad Line-- Fire Squads--> Advanced Formations--> Advanced Guerilla Warfare--> Advanced Squad Commands--> Drill Sergeant


Adds +1 to group members at Master box, adds +60 group ranged/melee def, adds +50 group terrain neg, +50 gen ranged acc, special Forced March:smileywink



Specials Line-- Modified Power Supply--> Increased Ammo Capacity--> Body Targets--> Improved Sights--> Heavy Support


Going in order of titles....adds variation of overcharge shot (4x dmg multi, no actions for 4 seconds), Stance that adds +40 spd for 10 seconds, Stance gives +40% chance of causing Blind, Bleed, or Snare for 10 seconds, and +10 heavy weapons range



So just some food for thought. No bonus is so overpowering that it would make commando too powerful, for a stealth commando would be better suited for comboing with rifles, but a TKA/Comm might want to pick it up. Also, a Squad Commando with SL would be the best usage of the the line, but would also fare well with group-support roles, such as Combat Medic or Carbs. The choice is up to you, but you can only choose one line to go up, but you can drop the line and pick another if your template changes or you want to try something different. The quests should be me multi-tied per box, and only one baox can be gained per day. So not much of a grind or time-consuming acitvity, because the quests are designed to get you in the mind of the line you are pursuing, helping you hone your abilities and tactics along the way.

Raptor2k1
Sun Jun 12, 2005 4:17 pm
#9

It seems like a nice idea, but that last thing I want to see added to this game is more elite skills for those with time to grind experience. The Jedi 'elite class' in itself causes enough issues as it is (and there is talk of ways to get them out of the mainstream GCW as well anyways).


I personally prefer to stop the mudlfation of skills while we're ahead and keep things balanced where you have to making decisions on what classes to take based upon their strengths and weaknesses, without having any of them go over the top in power.




Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


GenericTSS
Sun Jun 12, 2005 4:51 pm
#10

I have an idea for an "Elite" style thing for commandos. Basically, there's one final box after Master Commando - Super Commando.


Super Commando - 15 Skill Points, 1 million combat exp. (Prequisites: Master Commando)


To unlock this skill, you need to do a bunch of sweet quests... including quests from Boba Fett and other cool guys. Then, you grind the 1 million combat exp. Then you come back, do some exit quests - and then get the Super Commando box. This box would give some sweet ass stuff...


Cert - An Artillery Gun.

Basically, this is a crew-serviced artillery gun. The maxiumum range would be 512m. The radius for each blast would be 32m. This gun would be crewed by 3 people - Master ranger (spotter), Master Squad Leader (commander) and Super Commando (loader/firing). The shells would be made by weaponsmiths. Each shell would take one minute to load, but do extreme heavy damage, maybe 10000-15000 in a 32m radius. The ranger picks the targets, the squad leader tells the commando what to do then the commando fires the gun. Big big explosion! But of course, you can't operate one of the guns if someone dies, so you have to be careful.


Cert - A Grenade Launcher

This launcher is a single shot gun. You load your grenades in, and it enhances them. Any grenade you shoot with the launcher gets double damage, double range, and double accuracy. Of course, it uses your nades.


Cert - A heavy machine gun

Whether you're in heavy battles, on a mission, or fighting with the chips down, this gun is your weapon of choice. It would be used by a single super commando, and would be limited ammo. Itcould use 2000 round drums of ammo, made by weaponsmiths, and shoot these rounds at an insane rate of fire. The damage and speed of this gun would be unsurpassed, but it would chew through ammo like nuts.


Special - Commando Rage

This special is sort of like "Last Ditch" except better, /grin. You can only use it once per day, but when you do, people will know it. For 5 minutes, the Super Commando gets 50% damage reduction, +50% speed, +50% damage, +50% defense, +50% rate of fire, basically you get turned into a frenzied killing machine. As an added bonus, the damage and rate of fire gets ramped up as you get closer to your enemy. Within 32m of them, you get +100% to all your stats, and within 16m of your target you get +200% on all your stats. When you have no target it reverts to +50%. After the five minutes is up, if you're still in combat you're basically dead. The downer from using this special would be pretty intense, so you gotta make those 5 minutes count. You would probably have -2000 health, -50% health & action regen, and virtually no mind pool for about 30 minutes after using this special. This is a desperation move - use it once to try and turn the tide, then get the hell out or die.


The downside to commando rage would be you would "glow" on enemys GUIs, signalling them to coordinate attacks and try to take you out.


Skill Mods - Super Commando Mods

Since this skill box costs 15 SP, you would get some pretty sweet +Heavy weapons Speed, Accuracy, Defense, and Damage mods. Plus more General Ranged mods and Defensive mods.


Those are my ideas for tonight, hehehe


Jebadiah



Chimaera ---> Jebadiah Penro-San(Master Commando/Master Smuggler/Master Marksman/Master Pilot (Smuggler's Alliance))
Co-Leader of the Jolly Roger Gang (JRG)
TK-863
Sun Jun 12, 2005 7:06 pm
#11


Keep in mind that we don't want things over the top...

Message Edited by TK-863 on 06-12-2005 08:11 PM



My Name is CPL Audri Fisher. Master Rifleman until the day I die.
grmork wrote:

Well. We have til the 15th so lets beat the snot out of each other and enjoy it for the time have left to us. I'll see you guys out there.
TK-863
Sun Jun 12, 2005 7:16 pm
#12






Ternque01 wrote:
I will never back the idea of adding more alpha classes to the game. If you were to tell me that I'd have to grind for mindless hours just to not be swamped by more alpha classes than there are now, I'd tell you where to stuff your idea.





This idea is about becomming a better/more powerful commando, and requires that you surrender the ability to shore up your weaknesses. Think of it as stacking 2 5 offense 3 defense 1 crowd control proffessions. A ranger going through the ranger side would beome the ultimate Ranger, but be good for nothing else. Likewise a SL who does his quest would not really be a squad leader anymore, but a Division commander. It's more of a Hyper specialization than anything else. It's an option to.



My Name is CPL Audri Fisher. Master Rifleman until the day I die.
grmork wrote:

Well. We have til the 15th so lets beat the snot out of each other and enjoy it for the time have left to us. I'll see you guys out there.
Ternque01
Sun Jun 12, 2005 7:20 pm
#13






TK-863 wrote:





Ternque01 wrote:
I will never back the idea of adding more alpha classes to the game. If you were to tell me that I'd have to grind for mindless hours just to not be swamped by more alpha classes than there are now, I'd tell you where to stuff your idea.





This idea is about becomming a better/more powerful commando, and requires that you surrender the ability to shore up your weaknesses. Think of it as stacking 2 5 offense 3 defense 1 crowd control proffessions. A ranger going through the ranger side would beome the ultimate Ranger, but be good for nothing else. Likewise a SL who does his quest would not really be a squad leader anymore, but a Division commander. It's more of a Hyper specialization than anything else. It's an option to.






NO! I do not want MORE alpha classes! If you want to stack the power of two commados in one, get TWO commandos together in a squad!!! TEAM GAME!!!



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
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