Commando Archive

Thread: Some ideas...

RankorCity
Sat Aug 14, 2004 8:50 pm
#1


Just kind of day dreaming here, so just go with it...


Turrets should only be able to be controlled by Commandos, high in the skill trees to discourage dabblers....


One tree should be dedicated to ranged weapons...Something like "Ranged weapon accuracy 10","Ranged Weaponspeed 10", etc..., with the ranged defenses being included in this tree. These "ranged weapon" mods could be applicable to all weapons available under the Master Marksman tree, and any weapon specific to a novice class (i.e. T21 for rifleman, Rep Blaster for Pistoleer, etc) with the exception of the BH weapons...Maybe a couple of specials that the commando can apply regardless of the type weapon in his/her hand...


One tree should be dedicated to unarmed specials and mods...I wouldnt be opposed tothese being high HAM cost moves, as they shouldnt be the Commando's primary attack...In fact it should be the Commandos "lastditch" kind of moves in unarmed....Melee defense mods shouldbe included here


The HAR should be abandoned, and leave only the flamer, with better accuracy mods...I can live with the speed of the flamer, but its accuracy needs to be doubled....Even if it doesntscore a direct hit, it should at least do some damage...Flamer specials should be extended to 32 meters....


Heavy weapons...This is where it gets cool...Rockets, et alshouldhave an aim/fire delay, making it a two step process...First is to "lock on" to the target (the longer you "aim", the increase in accuracy),then you fire the Rocket Launcher...Against a stationary target, the aim/shoot should be the fastest, with a longer range than the turrets can shoot. I dont have a clue how difficult the coding on this would be, but I imagine pretty tough....


And last, please make the skill tapes that are there actually work...


As a Master, the mods should be, or about:

Ranged defense: 90-100

Melee defense: 60-70

Ranged mitigation: 3

Melee mitigation: 1 (by virtue of the unarmed requirement)

Flamer accuracy: 160+

Flamer speed: 60-65

Ranged weapon speed bonus: 60-70

Ranged weapon accuracy bonus: 50-60


Flamer should be AP2, at the very least...All heavy weapons (rocket, hpbc) should be AP3...Launcher pistol should be AP2


Given the amount of pure combat skill pts that are sunk into Master Commando, I dont think this is out of the question...As far as defenses go, take a Master Rifle/TKA as an example....184 skill pts used...It still has better ranged defense, better melee defense, and better secondary defense characteristics than a Master Commando...And it should since it requires more skill pts to get those defenses....Given the cap of 125 on all, it would reduce the Master Commando's necessity to master ANOTHER prof to gain any somewhat decent defenses, and would enable the Commando to dabble in the other ranged profs to specialize in something, for lack of a better word...


The ranged bonuses would be so that it would penalize, say, a Rifleman who wants to get the bonus by the virtue of the skill pt sink to get novice commando...So I think it would discourage other profs from dabbling in the Commando prof....Also, this would help the economy on quite a few servers by allowing speed/accuracy mods to be gotten in actual skill trees (to better their profession, but at a cost not associated with credits)...


Thoughts?

Message Edited by RankorCity on 08-14-2004 10:53 PM



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Witter
Sat Aug 14, 2004 9:20 pm
#2






RankorCity wrote:


Just kind of day dreaming here, so just go with it...


Turrets should only be able to be controlled by Commandos, high in the skill trees to discourage dabblers....


One tree should be dedicated to ranged weapons...Something like "Ranged weapon accuracy 10","Ranged Weaponspeed 10", etc..., with the ranged defenses being included in this tree. These "ranged weapon" mods could be applicable to all weapons available under the Master Marksman tree, and any weapon specific to a novice class (i.e. T21 for rifleman, Rep Blaster for Pistoleer, etc) with the exception of the BH weapons...Maybe a couple of specials that the commando can apply regardless of the type weapon in his/her hand...


One tree should be dedicated to unarmed specials and mods...I wouldnt be opposed tothese being high HAM cost moves, as they shouldnt be the Commando's primary attack...In fact it should be the Commandos "lastditch" kind of moves in unarmed....Melee defense mods shouldbe included here


The HAR should be abandoned, and leave only the flamer, with better accuracy mods...I can live with the speed of the flamer, but its accuracy needs to be doubled....Even if it doesntscore a direct hit, it should at least do some damage...Flamer specials should be extended to 32 meters....


Heavy weapons...This is where it gets cool...Rockets, et alshouldhave an aim/fire delay, making it a two step process...First is to "lock on" to the target (the longer you "aim", the increase in accuracy),then you fire the Rocket Launcher...Against a stationary target, the aim/shoot should be the fastest, with a longer range than the turrets can shoot. I dont have a clue how difficult the coding on this would be, but I imagine pretty tough....


And last, please make the skill tapes that are there actually work...


As a Master, the mods should be, or about:

Ranged defense: 90-100

Melee defense: 60-70

Ranged mitigation: 3

Melee mitigation: 1 (by virtue of the unarmed requirement)

Flamer accuracy: 160+

Flamer speed: 60-65

Ranged weapon speed bonus: 60-70

Ranged weapon accuracy bonus: 50-60


Flamer should be AP2, at the very least...All heavy weapons (rocket, hpbc) should be AP3...Launcher pistol should be AP2


Given the amount of pure combat skill pts that are sunk into Master Commando, I dont think this is out of the question...As far as defenses go, take a Master Rifle/TKA as an example....184 skill pts used...It still has better ranged defense, better melee defense, and better secondary defense characteristics than a Master Commando...And it should since it requires more skill pts to get those defenses....Given the cap of 125 on all, it would reduce the Master Commando's necessity to master ANOTHER prof to gain any somewhat decent defenses, and would enable the Commando to dabble in the other ranged profs to specialize in something, for lack of a better word...


The ranged bonuses would be so that it would penalize, say, a Rifleman who wants to get the bonus by the virtue of the skill pt sink to get novice commando...So I think it would discourage other profs from dabbling in the Commando prof....Also, this would help the economy on quite a few servers by allowing speed/accuracy mods to be gotten in actual skill trees (to better their profession, but at a cost not associated with credits)...


Thoughts?

Message Edited by RankorCity on 08-14-2004 10:53 PM



highlighted the things i like/agree with, and yes i wouldn't say it is out of line considering we as commando spec in all marksman skills, as well as some melee via the pre-reqs.

StarNick
Sat Aug 14, 2004 10:44 pm
#3

Also...giving us Melee mit 1 should be a given....after all Smuggler gets Melee mit 1....we're the only UA IV pre-req needing profession that doesnt have a single melee mitigation level.



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

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