Commando Archive
Thread: Commando Assignment #4: Your Mission...If you choose to accept it...
Raptor2k1
Mon Aug 16, 2004 10:00 pm
#27
Ok, I see your point. My only worry is thatthe player economy could become even more imbalanced if there are 150Kplusmissions out there (just an example). Then again, the economy is already wacked anywayand it'll only get worse in time...If the devs reinstate those uber paying missions for the jedi, then there really is no hope for the economy and my worries are fudder. If that's the case, then we really should get paid even more than they because of how much work these would take.
Keep in mind that payout is split among group members as well, meaning that a complex high-end commando mission would split the 1 million credits among the 6-10 group members (which IMO, might still be too low if the mission takes around 30 minutes to complete.)
StarNick
Tue Aug 17, 2004 12:15 am
#28
The other part that I disagree with is the mission payout. Jedi missions are down to 15k when they were once 150k. I don't think that our missions should be higher thanJedi or BHmissions.
The jedi Missions are only temp until they fix it...and also, a ship...its trooper contingent...capturing whatever you gotta get (or destroy)...as well as fending off fighter escort and/or disabling the ship before boarding it...is ALOT more work than hunting down a single jedi...
StarNick
Tue Aug 17, 2004 12:55 am
#29
I REALLY like your idea for this with the exception of two points. First, I don't think it would be necessary to exit the ship via space pods. We could simply launch back into space from that big ship or station. Much like we launch from stations orbiting around the main planets (ie, Naboo, Corellia, Tatooine, etc).
The escape pods are only there in the event that the ship you rode in on gets destroyed (otherwise, you'd be able to get back on your own ship and be on your merry way once the mission was complete.)
Why do I get an image of a bunch of Commandos carrying heavy weapons frolicking in thedaises?
Message Edited by StarNick on 08-24-2004 08:33 PM
StarNick
Tue Aug 17, 2004 1:42 am
#30
Ok, I see your point. My only worry is thatthe player economy could become even more imbalanced if there are 150Kplusmissions out there (just an example). Then again, the economy is already wacked anywayand it'll only get worse in time...If the devs reinstate those uber paying missions for the jedi, then there really is no hope for the economy and my worries are fudder. If that's the case, then we really should get paid even more than they because of how much work these would take.
Keep in mind that payout is split among group members as well, meaning that a complex high-end commando mission would split the 1 million credits among the 6-10 group members (which IMO, might still be too low if the mission takes around 30 minutes to complete.)
Yeah alot of ppl help BH's hunt Jedi just because we all hate em....a boarding action is non-jedi, and is more content based and not a rare occurance...
BioPrototypeFXVI
Tue Aug 17, 2004 10:19 am
#31
Is it just me or does anybody else notice that in most movies/books/reports/etc commados often are required to use stealthy tactics in addiction to their weapons proficiencies? My idea would require some stealth skills/mods in the commando tree. The idea is this:
Infiltrate an enemy base and eliminate one or two key targets,either personnel or structure, and get out again WITHOUT BEING NOTICED. The idea is to take out the targets with 0 residual presence. This could mean setting charges on a shield generator which initiates a countdown. Get out of the blast zone before the timer reaches zero or be caught in the explosion. Or it could mean getting into a base without being detected, taking out one or two key personnel as silently as possible, and get out again. You're spotted and the mission fails and you haveto hightail it out of there with a base full of nasties on your back.
Basically, these missions call for a bit more finesse than the usual tanking that we're limited to right now.
SinjenRandall
Tue Aug 17, 2004 6:22 pm
#32
The great thing about profession-specific missions is that you have access to fun things to do because of what you are. Bounty Hunter NPC missions are actually very fun to do, and it is unique to Bounty Hunters. It is in essence a mini-game based around the role of a Bounty Hunter.
So before I really get into what I would like to see in Commando specific missions, we have to answer a couple ofprimary questions.
- What is the Commando's role?
- What sort of mini-game would emphasize and enhance the Commando's play experience?
- What is unique about this play experience?
Of course, these are the hard questions. Our next "Friday Feature" might help to answer a bit of this, but we can make some basic assumptions about what we are.
- We are heavy weapons specialists
- We are supposed to be able to take down the heavy stuff?
- We are currently better suited for support, although many people's ideal for a commando is not a support role
So what sort of a mini-game might revolve around some of those basic assumptions?
- Real heavy weaponry we can use -- perhaps stationary emplacements
- Heavy targets that we can use the heavy weaponry against -- tanks of some sort [AT-AT], or perhaps waves of infantry
- Massive weapons vs. Massive targets
So we could have a waypoint that we go to, size up the defenses, get to the [guarded] weapon emplacement, and use the Really Big Gun against something scary. That's just one example of a unique mini-game that I would like to see.
I will probably have more input later on.
Wolfmann31
Wed Aug 18, 2004 4:30 am
#33
Defined from Rebel Specops and Storm commando:
Phase 1: Get mission
1: Get mission from high command: A - "Support assault on base" or B - "Prepare enemy base for our assault" or C - "our base is in danger of assualt, support it" or D - "Enemy facility is a threat to our operations in the area, sneak in and do your job"
1 A - Base is under assault by our troopers, you are to come in and offer heavy support, by taking out turrets, vehicles, gatesand flame your way into the base, so the troopers gain entry.
1 B - Base is to be assaulted, sneak in at night and place explosives on vital parts, like turrets, gates and power. So when assault comes in the morning, these things blow and help our troopers get a painless entry.
1 C - Our base will be assualted tomorrow, go to it, and prepare defenses, lay mines, tripwires and sensors. When assault comes beat the enemy back with your standard weaponry, be it troopers or vehicles.
1 D - A wing of X-wings/Tie fighters or Combat vehicles or artillery is at this base. Sneak in and place explosives on them and blow it all up before morning comes.
Phase 2: Meet up with local commander and get the tools for the job, and final location.
Phase 3: Perform the job
Phase 4: Return to local commmander. Reward: 10k-100k..depending on what equipment we used. If we use our own consumables, reward must be high, or crafting process simplified alot..making either our consumables "cheap" to make...or "gettable via the mission"
Storm commando armor/rebel specforce armor, when worn in a full set, adds "night ops capabilities" while being a viable armor for if you get caught or when you have to fight.
Commandos in the Star Wars universe, are not "stand alone" troopers, but support personell, that prepares or gives heavy support when needed in the field.
So we sneak at night, and shoot things at day.
We should have "top of the line" offense, but only medium defence..We should be able to hit hard, but not "tip toe fight" against enemies, thats the "troopers" job.
Vader-dc
Wed Aug 18, 2004 8:02 am
#34
I like your original idea Garvin, but I don't think we want payouts to be work 100k. The problem with this is that you would see a huge amount of players pick up commando just for the expensive missions and not to get master. This could be fixed by basing mission difficulty and payout on your commando level not just your overall character level. Have the novice commando missions pay less, maybe 10k or so and increment it so that masters can get missions in the 50k-100k range. I think the devs would be more likely to do 50k payout missions than 100k payout missions.
Gaius_Kavadas
Wed Aug 18, 2004 11:32 am
#35
Has anyone here done the Project Deadeye Missions(Cries of Alderaan)? At least from the Imperial aspect of it, those sets of missions were *Exactly* what we should be doing as commandos. Especially the warehouse missions, where you sweep the base clean of enemies and then set it to self destruct. They're not exactly pushover missions either. You need buffs and decent armor. The payout is pretty good also, although I forget how much for each warehouse.
Anyways, those missions really captured the commando feel for me in Star Wars. You're just a one man army destroying a huge target and killing gobs of Jabba's henchmen.
OceasArt
Wed Aug 18, 2004 1:12 pm
#36
I would love to see some advanced Commando missions. I think the missions in this game suck in general anyway. They are WAY too easy, and the payout is horrible.
Kalano
Sat Aug 21, 2004 10:51 am
#37
If commandos were actual master of war and fighting, then the missions would work great if they were made with a few different types of take downs, like other on here previously stated.
i wrote up a bit on how i see commandos as they should be in the game.
http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=68441
If commandos were made in a way like this, all bunker and mission types would be awsome. i would never leave commando pro. but well, i will go master play for a while and then see if i will stay or not. I am a pistoller since the begining, so i most likely will stay commando too. i always have a soft spot for the gimped pro.
FragN8Tr
Tue Aug 24, 2004 10:22 am
#38
I think that it would be nice to see some Heavy Weapon drops as well.
Like you accept a mission to destroy a target, then after you have defeated
the guards and the reinforcements, you may find loot in containers found inside the structure.
The Acid Cannon with 5 charges or something.
Like you accept a mission to destroy a target, then after you have defeated
the guards and the reinforcements, you may find loot in containers found inside the structure.
The Acid Cannon with 5 charges or something.
Anyway, I like the idea of a Commando mission terminal. Not your average mission but one where you find turrets and reinforcements enter the equation.
Troutspleen
Wed Aug 25, 2004 8:50 am
#39
If you ask me, commandos right now AREN'T commandos. If missions like those suggested are implimented, maybe our name can make sense to the profession.
To be quite honest, every idea ive seen is awesome, i particularly like stealth ideas, i mean in real life commandos aren't meant to go around blasting the neemy with a flamethrower.
'May the cheese be with you'