Commando Archive
Thread: Combat Balance
Darkknt wrote:
/Agree with DrArgule
Martial arts masters are harder to hit (coming from experience as a martial artist), so dodge bonus should be increased and I would like to see an extra damage type added. Nothing fancy it could be gained at novice TK ?
Do you get shot at by blasters and constantly rampaged by 20 foot tall dinosaurs very often when using your martial arts? ![]()
I think we should be balanced for damage and defenses, which we are pretty close to being. We dont have the big defenses like fencer, and we dont have the high damage output like swordsmen (well we do have a large amount of damage) but that is trimmed by the fact that it is kinetic only (for now
)
I would like to see us get our new damage type, and maybe bump our resitants up as we go down in power (which Im sure all will go down when rebalance comes around) Maybe tie in more of our defenses into meditation...sort of like a self buff (that lasts longer than 10 minutes) where we gain more restances to actual harm to our bodies.
You could almost do a whole suite of meditation abilities, and only one or two can be active at a time...you meditate for 10 minutes to gain +20 vs poison or +20 vs initimidate...you pick which resistance you are meditating for and after a 10 minute ramp up, you get the resistance for 40 minutes...something along those lines.
yoda1791 wrote:
It has always seemed odd to me that tka has not had a form of dodge or block. I know that as a martial artist I don't just let someone punch me as much as a i want and be 100% offensive. It would be nice to be able to block attacks
Defense Acuity is supposed to randomly choose a block, counterattack or dodge when it kicks in - but since it only has a 5 to 10 percent rate (and this with center of being running) you barely notice it. But, technically, we have both dodge and block.
In the Stgar Wars universe, TK is an art designed to defend against Jedi. I imagine that THAT martial art would be different from Karate, Kung Fu, Tae Kwon Do or anything else for that matter. Let's look at what problems a theoretical martial artist must face in this art:
- Ranged attack - How does the Martial Artist plan to survive ranged attak long enough to get to melee range? I imagine lots of training on doging. Not based on the noise sight of the gun being fired, but the posture or hand hold on the blaster they are carrying
- Melee weapons - How does the martial artist fight so that vibroswords and light sabers aren't hacking their limbs off. Obviosuly some toughness training wold be involved. Again dodging would be a heavy emphasis. Naturally a REL martial artist would concentrate on disarming their foes.
- Punching/Kicking - This is where I think their toughness training would come in. A TK artist would mostly train with other TK artists, meaning they would have been punched, kicked and who knows what else to bring their physical toughness up. Also, this is the only legitimate attack that wou would want to practice a block unarmred.
Other possible techniques might be:
- Feinting - Putting your foe off balance so that a simple punch/kick can land. Remember that blocking with your arm or leg in Star Wars is suicide, blocking with a sword or spear is smart. So a TK would have to develop techniques to draw that attacker or defender out od postition to use their weapons effectively
- Jump attacks - This is the bread and buter of martial arts games. And the most likely technique employed by fantasy martial arts for closing the range quickly.
- Blade stop - One of the classic fantasy martial arts moves involves catching the blade/hilt of an attacking melee weapon in your hands. I do not know if you would call this a block in the game mechanic, but it would be a great way to defend against a light saber, catching teh hilt that is
- Circular atttacks - Like the spin move, TK Artist should be able to manage doing damage to groups. Further a low spinning kick might manage to trip groups of people
- Situational attacks - Being attacked by two enemies, grapple one enemy and throw them into the other. Also, many martial arts have special techniques that tehy employ against different foes. For instance if your enemy is armed with a long sword or pole arm or likes to kick, you can get in real close, o close that you are always touching the. The idea being that tehy cannot maneuver their weapon in that area. Once tyou start thinking like this, you can imagine other moves.
- Grappling - Throws, locks, take downs, these are all the bread and butter of real martal arts.
- Pressure points - This is a fantasy martial arts technique that allows a martial artist to produce certain effects by using points in the opponenets body. Usually only one finger is required to activarte these points. Traditiona affects are paralysis, stunning, unconsciousness and healing
- Improvised weapons - We have all seen this in a martial arts movie. The idea that throwing a chair at the guy with teh gun is better then running up and punching them. Can we integrate something liek that. Even rocks and dirt can be a weapon in a desperate situation
Ultimately the point of any martial arts is to defend yourself and your community without baring arms against a hoistile foe. It makes sense that teh TK artist would be the so called tank or meat shield of the professions. Of all the professions TK must have teh best defensive skills. It also makes sense that a TK artist would do less damage then any other combat technique. However, I think this should be augmented by having more special effects. The only way to fight effectively hand to hand against an armed opponenet is to knock them down, throw them off balance and otherwise reduce the enemies offensive capability. Finally I think that it is vital that the TK artist have the ability to draw enemy fire. You can't protect teh helpless if you do not make a good target.
What would you like to see? The combat balance is going to bring a foundation for tweaking and polishing, what do you want to say to the devs about our profession?
I agree that every professions should have strengths or weaknesses
Proposed strengths
Defense - No sci fi martial arts would develop without taking blasters and vibroblades into account
Special move - Every special move should be aimed at leveling the playing field between armed and unarmed
Taunt - For PvE, every more should entice the AI to want to attack the TK artist. In PvE, the special moves have to be dangerous enough to force the players to consider the TK artist a seriosu threat.
Versatility - The knucklers are small and you only need small area to be excited by a spcial field. The potential for Energy, electricity, heat and cold in knucklers is a no-brainer.
Proposed weaknesses
DPS - I think TK artists should have the least DPS. I think the trick of TK is using tactics specific to your foe. continue to give us the ability to target specific bars and give us sepcial moves that allow us to compensate for the low DPS
New moves?
Jump attacks
Circular knockdown
Counterattacks - (Jeet Kun Do can be translated as way of the counter atack)
Grappling
Feints
Old ones fixed? (like combo 1&2)
I dunno the issues with any of the existing moves...
I do know that in rel life creatures can get dizzy and have a hard time changing position
Species specific moves?
I do not think you should employ species specific moves. If you have the ability to do something liek this. I think encorporating different style/stances would benefit teh game more. For instance, Crane or offense style or a Tortoise roo defense style.
Content?
Absolutely having a theme park or any TK quests would be great. Also, we are getting shafted in teh loot department.
What about armor?
I think that a sci fi martial arts would be designed to work while wearing armor. I mean who wants to relive the boxer rebellion. In real life many martial arts work just as wel in armor or out. Kenjustus is a verey acrobatic martial art designed to work armored or unarmored. And many Chinese Generals were martial arts masters and none of them would enter battle without puttting their armor on. Admittedly, it would be awesome to have enough defensive skills to stand toe to toe without armor, but I don't think this game mechanic can support that.
If at any moment during the game you were using TK and thought "You know what would be cool? If they...(add great idea here.)
The three things that really seems to be missing fom the Martial Arts in this game are jump attack (even rename unarmedlunge to Jump kick and use the exact same mechanic with a different animation), grappling (again unarmed knockdown could be a throw) and having different style or stances so that you can customize your tactics to your foe.
Well, I know this was long, but I hope it helps, let me know
Dave M
aka Sparks
Rodian TKM/Doctor
Swords of State
Corbantis