Commando Archive
Thread: Commando Development Thread
The profession its for
Why it should be considered
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.
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.
The profession its for
Why it should be considered
Message Edited by Jediwind on 05-08-2004 06:55 PM
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 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.
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]
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.
How does a Commando "use terrain and cover to his/her advantage" if they have no Terrain specific skills?