Commando Archive

Thread: Commando Development Thread

Raptor2k1
Fri May 07, 2004 3:31 pm
#14

Idea

Commando Skill Consolidation and Tweaking

The profession its for

Commando

Why it should be considered

Currently commando weapons each have an individual skill associated with them. Due to this, skill bonusses within individual trees are rather confusing, and often unbalanced. In addition, having individual skills associated with each weapon (and particularly when two entire lines are devoted to a single weapon, not skill) makes the introduction of future weaponry rather difficult, as yet another skill set would have to be added to accomadate it.


Furthermore, by consolidating the skills for the Heavy Support Weapons line, the Skill-enhancing attatchments are made functional again (assuming they match the skill name on the skill-tape anyways) and all of the Heavy Support Weapons would be equal in their accuracy and speed modifiers, which is currently not the case (making the rocket launcher the only real accurate heavy support weapon available at this time.)


In addition, the specificness of the skill name for both the flamethrower and heavy acid rifle skill lines boxes in commando expandability. If these were to be renamed to something more general such as *Anti-Personal Ordinance* and *Heavy Ranged Weaponry* it would be much simpler to add a new weapon toa tree without it being the same gun.




Kyeran Halkyon

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


FragN8Tr
Sat May 08, 2004 12:54 am
#15


Idea

Commando Turret control benifits


The profession its for
Commando

Why it should be considered
With the addition to player controlled turrets, being Heavy Weaponary the turret should have modifiers that allow the HW experience of the Commando affect the accuracy. Even consider to add the Commando specials to be used with the turrets, for example a cone shot for area affect or DOTs.



-Rawbee - Master Artisan - Rawbee's Vendor Sweet water, Dantooine-

This Lowca's finest Products and Resources Ask me how! Defender of the Rebellion - Certain Death.... No Chance for Success.... WHAT ARE WE WAITING FOR! Force Sensitive Slot Locked - OUCH! 1st HOLO Commando Marksman: 4-4-4-4/ Brawler 4/0/0/0 Novice Commando


RazerWolf
Sat May 08, 2004 9:41 am
#16

Idea:

A Repeating Blaster to be added to SWG, equivalent into a modern Machine Gun such as the M60 or M249SAW.

Profession for:

Commando

Why it should be considered:

Currently, every ranged combat profession has a non-disposable AP Energy Weapon as one of its main weapons. Pistoleers have the Republic Blaster, Carbineers have the Elite and Laser Carbines, Riflemen have the Laser and T21 Rifles, Bounty Hunters also use the Laser Carbine, and most also "dabble" and use the Republic Blaster or Elite carbine also. Commando has no such weapon, only the Heavy Particle Beam Cannon, which is very inaccurate, very slow, has high HAM costs and is also expensive to produce. Commandos, especially those who PVE solo, should be able to effectively use one of the two main damage types: Kinetic or Energy.

There are also various SW universe reasons to give Commando a repeating Blaster:

Stormtroopers in the movies carried a Heavy Blaster that was converted from a real world MG34 Machine Gun prop.
Canderous Ordo in "Knights of the Old Republic" was a Mandalorian Heavy Weapons expert who carried his own personal Heavy Repeating Blaster.
The Characters (and stormtroopers) in the "Jedi Knight" game series can use the Imperial Heavy Repeater weapon.

As as idea for the actual working of the weapon, it could have similar stats as the Laser carbine, but with a higher minimum damage, lower accuracy moving but much higher accuracy when prone, and a variety of specials with different widths of cone and damage multipliers.



_________________________________________________________
Artoc Lero, Soldier - Starsider - Master Rifleman, Master Doctor - On Hiatus

Brynneth - WoW, Argent Dawn
TBC - WoW, Tichondrius
birdinga
Sat May 08, 2004 3:38 pm
#17

Idea

Heavy Weapons and Defenses


The profession its for

Commando/Bounty Hunter


Why it should be considered

1. Heavy Weapons are used almost exclusively in melee range but currently suffer from the 2.5x accuracy modifier when fighting a melee opponent. It is counter-intuative to penalize a player for using a weapon in its ideal range.


The 2.5x accuracy modifier needs to be severly lowered or dropped all together.


2. Every other type of weapon has a secondary defense like block or dodgethat is active when the weapon is equiped by a skilled user. There is no secondary defense forHeavy Weapons. Commando and Bounty Hunter spend more skill points then any other class to use Heavy Weapons but there are no defenses with this weapon type.


A new type of secondary defense needs to be created to work when aHeavy Weapon is equiped.



---Wookiee at large---Pokk---Purveyor of /wookieehugs---
Jediwind
Sat May 08, 2004 6:54 pm
#18




Idea

Adding more defenses to commandos

The profession its for

Commando

Why it should be considered


Due to lack of defenses we are given we are easy prey to alot of professions because of the low amount of defenses we are given. Commandos in this game as i recall are Vets and battle-harden and are not suppose to be taken out easy however as of now they can be taken out very easy. adding a fair amount of Def vs mods could make a commando not so easy target.




Message Edited by Jediwind on 05-08-2004 06:55 PM



WindCommando-Rebel Ace Fighter Pilot- Space Cowboy



"Our Forums cannot repel whining of this magnitude! "



Zadokk
Sat May 08, 2004 7:00 pm
#19






Jediwind wrote:




Idea

Adding more defenses to commandos

The profession its for

Commando

Why it should be considered


Due to lack of defenses we are given we are easy prey to alot of professions because of the low amount of defenses we are given. Commandos in this game as i recall are Vets and battle-harden and are not suppose to be taken out easy however as of now they can be taken out very easy. adding a fair amount of Def vs mods could make a commando not so easy target.





Message Edited by Jediwind on 05-08-2004 06:55 PM






basically, to develop this point further:


These guys deal with heavy weapons. In movies (yes im referring to movies but fu) have you ever seen a scrawny little guy carrying around a chain gun or rocket launcher? nah. they are all massive guys who could light a match on their face. Since they are so well built, these guys she be tanks. They should have defence vs. knockdown +50 or higher, at least mel defence +20 etc because they should be very difficult to take down if your own fire and with an acid rifle pointed at your grill.

Zadokk
Sat May 08, 2004 7:01 pm
#20

btw excuse my typos and bad grammar, its 3am here and i wanted to get this across before i forgot in the morning.
RazerWolf
Sun May 09, 2004 9:56 am
#21






Zadokk wrote:



basically, to develop this point further:


These guys deal with heavy weapons. In movies (yes im referring to movies but fu) have you ever seen a scrawny little guy carrying around a chain gun or rocket launcher? nah. they are all massive guys who could light a match on their face. Since they are so well built, these guys she be tanks. They should have defence vs. knockdown +50 or higher, at least mel defence +20 etc because they should be very difficult to take down if your own fire and with an acid rifle pointed at your grill.







/agree


And further to this point, Melee / Ranged Defence is chance to hit. I personally think that HW users should -not- have high Melee / Ranged defence, but rather a passive "Toughness" bonus, similar to the damage reduction that Melee classes recieve from their "toughness" skills. This would reflectthe Commando's rockhard "I aint got time to bleed" attitude. BHs should not necessarily recieve the toughness skill, but -should- recieve higher Melee and Ranged defence, as their image is more of speed and agility.




_________________________________________________________
Artoc Lero, Soldier - Starsider - Master Rifleman, Master Doctor - On Hiatus

Brynneth - WoW, Argent Dawn
TBC - WoW, Tichondrius
StarNick
Sun May 09, 2004 8:20 pm
#22

Idea


Commando-Only Missions


Profession


Commando


Why it should be considered


Bounty Hunters have their own...entertainers and artisans same...currently the destroy missions are the primary way of obtaining credits...there needs to be more specialized mission types...especially for the hybrids.


In short, like crafter specific types, commando types (and new vehicles to go along!! There is SUCH a shortage of NPC vehicles...), smuggling types, etc. This may be harder for the basic ranged/melee elite classes...but perhaps we could have NPC quests for these as well (including the specific crafters..and most importantly, commando)...which involves the commando finding about and destroying a top secret new Vehicle that Jabba the Hutt is using (good for random faction missions too!)...or slightly off topic...certain TKA missions which brings the player exploring in an ancient TK temple!


There are so many ideas for commando missions AND other proffessions in terms of terminal missions and quest missions...even to the point of "mini-themeparks"....this will add depth and more content in the game that can provide a "quick adventure" as advertised in the manual...going from Point A to Point B to destroy a Lair, then coming back to Point A, is NOT a quick adventure...but something along the line of a story plot, or missions affecting and changing future missions is! (ie, enough commandos do Mission A, causing Mission B to appear....if commandos dont do Mission A, then lets say that the bad guys win..and Mission C appears....like a last, desperate attempt at killing off the badguys...meanwhile Mission B would have been the aftermath as you defeated the bad guys in Mission A)


Granted, this would be hard to do...but would add a WHOLE new level in content previously unseen...yes, dungeons are ok..with groups...but the newer dungeons require time and planning and many attempts at beating...and that doesnt always constitute fun - smaller scale stuff which will allow players to jump in and do quick adventures and be immersed is....and would help out alot of the professions, such as us - the Commando...give us a job to do other than what we're "technically suppoused to do" in the GCW [taking down bases and vechs...tho swordsmen and riflemen can do that better than us]





--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

Midlight
Sun May 09, 2004 10:08 pm
#23

Idea

Disposable Vehicle; a Vehicle with 10 charges that can be recharged by a Master Artisan; speed is 2x faster than swoop, user must be factioned, TEF generated upon usage. When used, the player is asked to supply a waypoint, the vehicle takes the player there at the increased speed using the improved terrain negotiation creature AI


Relevant Profession

Master Commando, Master Squad Leader


Why It Should Be Considered

Commandos and Squad Leaders are the battle field soldiers, and sometimes soldiers need to get from point A to point B quickly enough to



=============
Turo Idarn - Master Commando/TKM - Chilastra
Tsaru Mecis - Master Medic/Novice Fencer - Lowca

You Are
What You Do
When It Counts
Midlight
Sun May 09, 2004 10:10 pm
#24

make a difference in the outcome of battle. Think assault shuttle style drop. This may be for the SE, I think this would make an entertaining and useful addition to two broken professions



=============
Turo Idarn - Master Commando/TKM - Chilastra
Tsaru Mecis - Master Medic/Novice Fencer - Lowca

You Are
What You Do
When It Counts
Cool-Mo-Dee
Tue May 11, 2004 3:09 pm
#25


Idea


Terrain Negotiation/Burst Run Efficiency


The profession its for
Commando

Why it should be considered
A commando without these skills is not a commando. Currently with our 169 skill points as a master commando, it is impossible to have terrain/burst run from scout for 29 points total and master another profession for an actual ranged weapon or for defense (like TKA, Pistol, rifle, carbine, and sometimes smuggler) which would cost 63 points, for a total of 261 points. Commandos are supposed to have field tactics, and without this, we are as slow as slugs and can't develop many tactics, nor use the field for our advantage.


Compared to the other professions that also have ranged support 4 (Combat Medic, Squad Leader, Bounty Hunter) we have no terrain negotiation/burst run, but BH get it with scout as a requirement, SL gets it in scout and even more within SL, and CM's have it built into their profession. This does not seem fair to commandos to be forced to pay 29 points to get what these professions already have, and to become what we should already be. Explore 4 probably should have been the requirement for novice commando instead of unarmed 4 (since we never use unarmed unless we go TKA), but since that probably cannot be switched, adding these bonuses to the field tactics line would be appropriate.
RazerWolf
Tue May 11, 2004 4:54 pm
#26

/agree

How does a Commando "use terrain and cover to his/her advantage" if they have no Terrain specific skills?



_________________________________________________________
Artoc Lero, Soldier - Starsider - Master Rifleman, Master Doctor - On Hiatus

Brynneth - WoW, Argent Dawn
TBC - WoW, Tichondrius
Page 2 of 8