Commando Archive

Thread: Just an Idea for a different Profession more like a Commando

HiyaEiseiKaishi
Wed Oct 15, 2003 9:17 pm
#27

A) combat exp is too high, lol


B) why 4400 brawler? Do 4404 scout, itd fit. u have movement skills (sneaking stuff, would do well w/ explore) trap tuff, and camp stuff.


C) i can't rememberC <frowns> oh well

InquisitorPayne
Thu Oct 16, 2003 12:45 am
#28

Shadow_Palpatine:


I had exactly the same idea with Infiltration right at the start, but here is why i decided against it:



  1. I would have to introduce an additional skill on Novice level. with an extremely low chance of success (due to the +0 Modifier). Having such a low chance of success would mean it would almost gate the advancement in that column.

  2. Combat xp balanced on 2 columns let's you decide how to advance and keeps characters during evolvement different.

  3. reducing the number of combat xp on the tree would make it too easy to attain. Reducing the SAW xp needs would be the same.

I really though hard on this one, but there is no chnace to reduce the drain besides 2 Possibilities:



  1. Create new mission terminals with BlackOps missions granting Infiltration xp on success, just like Bounty Hunter Missions. Drawback: Very high ampount f additional coding needed for the special Missions concepts and mechanics.

  2. Introduce a new xp category for the SAW (SAW xp), and having SAWxp grant combat xp at 1/10 of their amount, just like any other sort of combat related weapon xp, and raise the SAW line prerequisites to be in line with other profession's needs. Drawback: I would have to introduce the SAW right from the start with an additional accuracy modifier. It would take away the TAC as the prime Weapon and give choice between the TAC and the SAW. This is not how i would like to see it.

Problem that remains:


Keeping both lines on Combat xp will make advancement in this profession too hard and too much of a Pain. Reducing the amount of combat xp needed in every column will make their high end abilities available to easily. Especialy the Infiltation abilities are very flexible and could unbalance the game if attained too easily.


Keep the income flowing!


Thanx,


Dogg





Dogg M'ordae-Pitibi
General Rebel Badass (Colonel)

SYN - The Leading Force in Rebel PvP


Shadow_Paladin
Thu Oct 16, 2003 8:04 am
#29

I already said what I'd like to see for infiltration, so this is just a comment on the Brawler 4400 thing. If that move all the way at master is a reason to have this requirement, then it'd better do an insane amount of damage. And to balance it out, the target should have to be stationary, so it'd be like a throat-cutting move, or something like that.



----Retired Master Commando----

~Captain Ozossk, Rebel Alliance~
Rebel scum and proud of it!
Corvett
Thu Oct 16, 2003 8:11 am
#30

Great job! I gave you 5 stars!



Master Commando Robo Cop


Kettemoore



"You give a mouse a cookie, he will want a glass of milk."




"Fear leads to Anger, Anger leads to hate, hate leads to suffering, suffering leads to whineing, whineing leads to crying on the forums, crying on the forums leads to the big nerf."
RewCo-KeNan
Thu Oct 16, 2003 10:29 am
#31

Great work! i'd love to see that in-game.


As for no alternitive to combat XP, maybe lower squad support costs and add a basic infiltration ability to novice and use infiltration XP.




____________________________
Lightsaber??? Who needs one? I've got a gun and I'm good at running
Grayybacca----Ikoose
Novice Smuggler---3211 Bounty Hunter
0011 Swordsman---0001 Carbineer
Flurry Server, MeS

El_Oso_pardo
Thu Oct 16, 2003 7:58 pm
#32

hey inflitration, maybe if you get enemy faction armor you could equip it and you can wear it better with "blend in"



~El-Oso-pardo~ ~Ridir~ ~Ridir'~
Bounty Hunter Jedi Guardian Master Shipwright/Artisan
PuPs, Vehicles, JTL and Space Mining Equipment avaliable in the Jove's Fury Mall.
Waypoint -1090 5270 Dantooine
"Ridirs Ham Bars are like those candles you can't blow out" ~ Talulah


(gnn[[[[[[[[[[]nnnWX9
InquisitorPayne
Sun Oct 19, 2003 6:46 am
#33

After several conversations with Shadow_Paladin and Mordae, i decided to change the infiltration Tree:


Distract is moved to Novice, renamed to "Distract1" and moves he target in a random directionand a +20 infiltration Bonus is Granted to Novice as well


Tier 1 Infiltration is unaffected


Tier 2 has it's ability renamed "Distract2" and moves the target away from the user.


Tier 3 is unaffected


Tier 4 is unaffected



What is your opinion about these changes?


Dogg





Dogg M'ordae-Pitibi
General Rebel Badass (Colonel)

SYN - The Leading Force in Rebel PvP


Wolfigon
Sun Oct 19, 2003 9:34 am
#34

I am very impressed, this is excatly what I thought the commandowas going to belike. Any Devs who see this, take it to the boss and get a rise.



Zee goggles do nussing!
~Darth_Llama
maddogs
Sun Oct 19, 2003 1:13 pm
#35

_________________________


wolfigon sed


this is excatly what I thought the commandowas going to belike.


________________________


thats wat all of us wanted i think commandos were the ones that were sapos to have the most tatics but wat actuly hapend is that we ended up haveing none at all and being one of the most sloply thrown to gather clases in the game with hardly any for thought


i say that this guys hase thought this new profesion out more then commandos r thoght out




===============================================================


Daniel' Judson-Leonheart

Wolfigon
Sun Oct 19, 2003 6:42 pm
#36

Gotta bump this



Zee goggles do nussing!
~Darth_Llama
InquisitorPayne
Tue Oct 21, 2003 8:50 pm
#37

k, i posted the updated version in the SWG discussion board. let's see what non-commandos say to this profession template....


Dogg





Dogg M'ordae-Pitibi
General Rebel Badass (Colonel)

SYN - The Leading Force in Rebel PvP


Ashrem
Tue Oct 21, 2003 10:27 pm
#38

It's official I just pissed my pants...omg I love it so much it's making me all shaky and stuff. Plus it would make me drop my whole commando/bounty hunter thing I've got going because it's more like what I've dreamed about for so long. Well done. Wish you were on Kauri so I could send you money for being so bad@ss




************************************************************************************************************
Ashrem Whitefire
Suprememe OverLord of the WIdow Makers
And owner of the Slave Court Jester known as Aeron "Silly Puddy" Corvus
bikebum
Wed Oct 22, 2003 12:45 pm
#39

Note that with the current combat exp requirement, once you mastered the assualt tactics tree, you would have only acquired enough combat exp to fill 2 blocks that require the cbt exp.


The issue I have with the combat exp is not that it is too high, it is that it would become near impossible to obtain without taking up another combat profession. Reason being is that you could quickly master the assault carbine tree and have maxxed out carbine experience. As most of us know, once you max out a type of experience, no matter what you kill with that weapon, you only get 1 combat exp per kill. Therefore the only way you could get all of the required combat experience is either by periodically surrendering your tier 4 assault tactics block and immediately retraining it, or by exclusively using grenades. Although surrendering and retraining is a viable option, it should not be the only way you can get the prerequisite combat experience. Grenades have their viability and would make combat exp very easy, however in order to be successful with grenades (in their current state) you need something holding the target stationary (pet or other player). Of course the other factor making the use of grenades difficult is the cost factor. Essentially once you reach the point where you are no longer getting carbine experience, of the 2 missions you can take at a time, one (killing with carbine) would be used just to pay for the frags you would have to use on the second target to get your combat exp.


Suggestion to change? It is tough. About the only thing I could recommend with the current game mechanics is to replace the combat exp in infiltration to be either survival or a new infiltration exp. If you introduced infiltration experience, most likely you would have to similar to the way scouts get exp for having mask scent on around aggressive animals. You get infiltration exp essentially whenever you successfully use blend, distract, or pass unseen. I would also say that the numerical requirements would have to drop slightly.



Just my thoughts.... Great ideas however.

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