Commando Archive

Thread: Combat Balance

gladiatory2k
Tue Jun 08, 2004 9:41 am
#27

Entertainers have mission terminals, artisans have them, BH have them. Do TKs have mission terminals? how 'bout just brawlers?


How about having a specific mission we would excell at using our own skills and with the ability to get armor specific to our profession, rather than just being the tanks of the group. I would enjoy a ninja suit that gives us bonuses to dodging rather than special protection. How about gloves rather than blades for weapons? it's funny that you do the best UNARMED damage with a weapon. How 'bout giving us tangle damage? a lot of things are vulnerable to tangle damage but only one lousy gun does that damage. Let the fencers get their stun, we get tangle, whatever that means.


Oh, and here is a novel concept......blocking. I watched the matrix the other day........they were doing a lot of blocking when they fought. Even Jackie chan films had blocking. When I took Martial Arts, the first thing we were taught was the blocking. There is none in SWG. instead we are like some enraged bull on steroids. Oh and a dodge ability would be great to some ranged weapons.


If you are taking our power away from us, then at least let us have a chance to avoid getting hit.





................................................
http://www.playerappreciate.com/pimphandle.asp"> Reverand Doctor G. Flex has spoken


Gla D'a'tir - Tempest Jedi
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Wolfus
Tue Jun 08, 2004 10:00 am
#28

You know what would be great would be:...getting another type of damage besides kinetic. I hate not being able to touch NS elders. You would think a TK Master would be able to at least give an elder a scratch. So some other type of attack would be great - energy perhaps...? Please, please, please





Wolfus Stratisferia
I got two vibros, one for each of ya.


Soannoying
Tue Jun 08, 2004 1:09 pm
#29

3 Things I would like to see.


1. Some kind of innate force resistant. Nothing huge, but a slight edge over others when fighting jedi/force users.


2/3: Multi part of the same problem. We either need new damage types, or some kind of Intimidate type skill that lowers kinetic resistance.
madLEGOman
Tue Jun 08, 2004 2:18 pm
#30

how aboutincreased bonuses to ranged/melee defense and unarmed toughnessetc if not wearing armor.


i'm not suggesting that tka's need to be gimped with armor restrictions, but it could be nice if said bonuses would be less than the bonuses they would get when wearing armor, but just an incentive to not wear armor unless you're goin' after big baddies


whatchu think good doctor?






















Xaelan Kef
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OnlyMaestro
Tue Jun 08, 2004 7:09 pm
#31

I believe we should get a grappling attack of some kind, I know it's probably impossible - but a way to grapple, pin, making the target easier to hit for other target by completely taking away target defenses.



If only...





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liquidspaces
Tue Jun 08, 2004 7:43 pm
#32


I've only been TKA for a couple days, but these are my thoughts:


1. Perhaps spread the damagemodifiers around a little more within the TKA profession. You get +70 at novice and +70 at master. Those are HUGE increases. As it is, and I'm going on memory so I may be slightly off, between novice and master you only get +60 combined. Perhaps increase that to around +100, earning+20with each new skillinstead of +15, and decrease novice and master to +50 to even it out? Personally, and I've earned all the damage modifiers except master, I didn't really feel like I was getting much stronger as I progressed through those skills. Anything you could do to make us feel like we're improving would be great.



2. Is there a way that we could get "sliced"? If we aren't using any weapons, we lack the ability to increase our damage by visiting a smuggler. This is a luxury that all other combat professions are afforded. Perhaps you could kill two birds with one stone here. Give smugglers a new type of spice (or other means) that will randomly effect either our damage or attack speed. Let us get sliced! Or balance our damage to equal that of a sliced weapon. Of course, if we did decide to equip a weapon, the weapon's stats override any changes the buffs bring on to avoid double - slicing.


3. I don't see a problem with wearing composite. As impossible as it may be to do these acrobatics with heavy armor on, I don't see the harm in suspending disbelief for a little while. I mean, it's impossible to blow up a pile of sticks by punching them a hundred times too. But I don't have a hard time accepting it.


4. Species specific moves would be ok so long as they are equal in terms of speed and damage. Give them different names, different animations, whatever, just make sure that they're equal where it counts.

Message Edited by liquidspaces on 06-08-2004 08:38 PM

DrArgule
Tue Jun 08, 2004 7:45 pm
#33

I think an incentive bonus with defenseis a great idea!


I got an opportunity to speak with the lead art developer and he's an awesome guy! We spoke about the grappling moves (which I had originally thought of to do restraint damage) but after talking to him you guys can be assured everything we want is possible in the way of animation. He is an incredible artist.






Vlak






Vlak Hergozinovia
Original Commando
Nefertity
Pre-9 Jedi Knight
(ggggggggggggggggggggg9Xnn[[[[[[[[[[nnnnWg)

Pire
Tue Jun 08, 2004 8:05 pm
#34


i am only a very partial TKA, but....


seems to me you TKAs really do need another dmg type most of all and foremost.


now let me ask you this question: why limit yourself to a vibro knuckler ? i see TKA as a general type martial artist rather then purely unarmed.


maybe ask for a sai or nunchaks or something like that ? i cant imaging it being too hard to mplement, they can just borrow motion capture they already have for other melee professions and add that red TKA streaking effect to it and bingo.



restraint dmg however is a very bad idea. from what i understand from all the movies and Star Wars books i have read (and thats quite a lot, yes i am a fanatic), the tem "restraint" referrs more to an electricity liek charge which stuns an organic lifeform or shorts out a droids power supply, sortof a miniE.M.P. that works on animals as well as machines. so judo move would most definetly not be restraint. you need a very highly specialized weapon to fire a restraining bolt.


but i understand what you mean, perhaps a new move simply doing a very nasty extra powerfull stun effect or something.




Message Edited by Pire on 06-08-2004 08:10 PM

MoxinSarb
Tue Jun 08, 2004 9:19 pm
#35

I'd like to see SPIRITUAL ARMOR. TKA = Cannot wear armor, similar to jedi, however, they gain an inert toughness of AR1. No resists (save that for combat equilibrium and such).
DrArgule
Wed Jun 09, 2004 12:40 am
#36


Ok well after a dozen or so PM's I'll tell you guys what I can about the combat balance.


1. The math is changing signifigantly in combat, defenses are changing as well.


2. The combat balance is NOT going to be a one time fix all. It is more afoundation to tweak and polish the professions.


3. The idea is "balance" meaning that no single profession is going to be "uber".



Now since I dont usually post my ideas and oponions on the forums I'll tell you what I think about our defenses. I think we should NOT have better defense against dizzy or knockdown instead I think block and dodge should be increased signifigantly. I don't know too many Martial Artists in real life that would call themselves "Masters" that are very easy to hit. We all have to consider though that the combat professions have to be balanced equally but at the same time be completely different. This is no easy task in my oponion. It makes sense to me that every combat profession have a weakness.



I am going to bewriting out a revamp proposal which I would imagine will be considered after the combat balance is finished. This thread is the start of my gathering information from all of you about what you want. My oponions don't really matter here. It's my job to convey what YOU want.




keep em coming guys



Vlak


Message Edited by DrArgule on 06-08-2004 01:04 PM




Vlak Hergozinovia
Original Commando
Nefertity
Pre-9 Jedi Knight
(ggggggggggggggggggggg9Xnn[[[[[[[[[[nnnnWg)

josfe
Wed Jun 09, 2004 12:57 am
#37


New abilities are nice, fixing old abilities is even better. However I desire immersion in the SWG universe so the question I pose is “What would make you feel more like a Teras Kasi Artist?” Below you’ll find a list of items which I believe could make the Teras Kasi Profession more interesting, and fun to play.


1)The addition of a Teras Kasi theme park. This theme park would consist of the following.



  • A fighting arena where 2 TKA’s could meet for battle. Bets could be placed on the outcome of the battle, and no penalty for death will be awarded to the loser of the fight while they are with in the arena.

  • Trainers.

  • Quest givers. These are not your typical quest givers, the Teras Kasi’s theme park quests should provide TKA’s with a background on their profession. The origins, the most prevalent students of TKA, and possibly a quest to kill the Rogue TKA’s who have developed skills that are not worthy of a true Teras Kasi Artist. These quests should be TKA only.

2)Modify the Teras Kasi trainers so that they are either meditating or training other NPC students. This will provide a feeling that the trainers aren’t just static objects in the world but real Teras Kasi Masters.


3)Profession Specialization. (This is for all professions not just TKA). Once you become a master of your profession you should have the ability to train in an extra 2 or 3 more skills out of a pool of let’s say 20. For instance a TKM could specialize in “Brutal Attacks” and gain a higher probability to induce bleeds. While another TKM could specialize in “Leg Hits” which would increase the damage of his leg hits and add in a probability to either knock down or posture change their opponent. This will add variation into all profession masteries which at this point are pretty much cardboard cut outs of one another.


These are some of the major things I’d like to see addressed. They will provide the TKA profession with history and a place in the Star Wars Universe and also help to immerse the player in Galaxies. Granted I’m not sure if these ideas fit in under the “combat balance” but it would sure be nice if they did.

Ramona_Garcia
Wed Jun 09, 2004 6:08 am
#38

I think if they adjust defense acuity then that will cover dodge, block and counterattack as it is supposed to. I also expect unarmed toughness to change significantly - either reduced, or made so as not to work when wearing armor - since apparently armor is getting nerfed.





Ramona Garcia
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SlickDevlin
Wed Jun 09, 2004 8:33 am
#39

I for one, would like to see rank sashes that you have to be certified for.


Much like a belt system in martial art styles. Also, how bout some TKA specific uniforms? (This opens up new content for Tailors as well).


One other thing that might be interesting is having some style variations in the TKA profession. Maybe the TK prof could be branched into different styles that each have a different area of emphasis and different sets of animations.


Maybe this would be time-consuming and painful for the devs, but it would certainly provide the profession with some richness.


Juzza - Flurry





Juzza - Master Snuggler of Flurry

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