Commando Archive

Thread: Terrain negotation in Field Tactics?

ScootieJoogab
Sat Nov 01, 2003 11:23 pm
#1

Since the names and descriptions of the "Field Tactics" skill boxes suggest that they are designed to make a Commando more suited for typical battlefield conditions, would it not make sense to give us maybe a few things that contribue to that, especially considering the current uselessness of grenades?


A few ideas I had were:


Terrain negotiation mods,


Range mods for Commando weapon specials,


Stealth or Camofluage (like mask-scent, only for humanoid enemies instead of creatures)


Swimming speed mods,


Attacking while swimming,


Damage mods VS humanoid enemies,


A "lair destruction" special, like the "sabotage" suggestion from a post I read before on this board (sorry don't remember the person to credit),


As you can likely see, I sort of see the Commando's flavor to be a sort of anti-personelle specialist, the way that hunters are anti-creature specialist. I considered mentioning a humanoid tracking ability, but I think that already exists in BH, and it's more in flavor for them anyway.


Any thoughts?




Scootie Joogab - Modern Pirate - United Pirates - Kettemoor
----------------------------------------------------------------------------------------------
The first Master Smuggler on Kettemoor named Scootie Joogab
StarNick
Sat Nov 01, 2003 11:29 pm
#2

since BH's require scout..i think Field tactics should be hybrid between gernades and scout skills


it be our equalivent to BH's scout skills..not as refined, but still there




--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

ZonJaiNezBA
Sun Nov 02, 2003 2:12 am
#3






ScootieJoogab wrote:

<snip>


A few ideas I had were:


Terrain negotiation mods, Scout Skill and just to let you know, Ter Neg above a 50 is all crawling speed.


Range mods for Commando weapon specials,


Stealth or Camofluage (like mask-scent, only for humanoid enemies instead of creatures) Ranger Skill


Swimming speed mods, Should be a Ranger or Scout skill.


<snip>


As you can likely see, I sort of see the Commando's flavor to be a sort of anti-personelle specialist, the way that hunters are anti-creature specialist. I considered mentioning a humanoid tracking ability, but I think that already exists in BH, and it's more in flavor for them anyway. This is a Ranger skill, that a few BH's would like


Any thoughts?






I did some figuring. If you Master Commando then you would still have approx 82 skill points left. You could Master Scout in addition to Commando and have 4 points left.


Simple question, "Couldn't you just grab the skills using the points that you have left?" If you didn't realize this then okay, no problem, just pick up your Scout skills and move along. If you are looking to get skills that are devoted to specialists in other professions then I don't think you will get much support from the overall game community.


My own personal opinion is that if a Commando gets to carry around the biggest guns in the game, shouldn't those guns weigh him down and therefore cause him to run slower?


I do not attempt to be mean or aggressive in this post. Just pointing out to those that don't know, that you can pick up some of these skills easily. To the ones that feel they should not have to spend skill points, please adjust your character to work best within the skill point system we have.


Have fun out there.




BH Informant List. Condensed from a previous thread I made a few months back
StarNick
Sun Nov 02, 2003 4:25 am
#4

our guns weigh us down, but thats why we learn Field Tactics..to turn that weakness to an advantage..unfortunatly field tactics are more like gernade fundamentals rather than anything to do with the field



--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

Rancorrider4
Sun Nov 02, 2003 9:43 am
#5

Sounds like you'd like to have half of the Ranger profession incorporated into the Commando.


I'd have to respectfully disagree.




nppmaHamus

o Galactic Geographic Explorero

Master Mountain Climber


Xeromancy
Sun Nov 02, 2003 9:53 am
#6

Oppma,


I agree with you somewhat.... It wouldn't make sense to incorporate very much into field tactics, but two basic things would be very useful, and from a logical and RP point of view, make a lot of sense.


1) Terrain negotiation. A basic scout skill, give us +40 in the tree, or whatever 4000 scout has by the end. Maybe even a little less than that, just something so we're not molasses in january going up hills.


2) If this skill is already present in this exact form in ranger, then nevermind... but... Stealth would be VERY nice and VERY logical for a "commando." Since our FT special ranges are so short, this really becomes fairly necessary. Just a sort of /maskscent against humanoids, so we can sneak up and get the first shot. Or sneak bythe aggro mobs to our real objective... Real cool: infiltration-like


/crosses fingers hoping for /stealth.... but not another /stealthnerf....


Athein




"The cromulence of your speechitude embiggens us all."
-Capt.Morgan on the finer points of proofreading before you post.

Master Indecision Artist
shutout
Sun Nov 02, 2003 11:52 am
#7

simple terrain negotiation would be fine by me. if combat medics can get terrain negotiation mods in their class, we should too.



--
Soull Halcyon: Master Sharpshooter-Teras Kasi Master

Havik Halcyon: Master Pikeman-Master Heavy Swordsman
TechnoHic
Sun Nov 02, 2003 2:51 pm
#8

I would have to say I somewhat disagree.


Perhaps though, that would be an alternative to a damage modifier. Make us have to kneel to fire our weapons at novice comando, at field tactics 1 not have to kneel but run at 1/4 speed your character would with a normal weapon, field tact 2at 1/2speed, field tactics 3 at 3/4 speed, field tactics 4 at full speed, and Master Comando, increased acuracy while running.


That would give us some sort of befitting restriction than a damage mod, make a skill tree worth while, and not steel skills from another profession. Its not hard after master comando, to have enough points to spend on scout/exploration3, you just got to give up on a little tanking.




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CARNAGECARNAGECARNAGECARNAGECARNAGECARNAGE
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Elder Commando
Carnage' - Master Munitions Trader
Nobunoga Oda - Bounty Hunter >
Merendel
Sun Nov 02, 2003 8:10 pm
#9

How bout a camo vs PC's? probably a bad idea though, look what happend with stealth in DAOC.



nnnntnnnxgggggggggggggggggggggg)
To Upgrade something implies that you are adding too, enhancing, and fixing the thing that you are upgrading. The CU does not do this, it is not adding too, enhancing, or fixing the combat system that is in place, it is replacing the innovative SWG system with the generic one used by its competitors. Be honest and stop calling it the CU, Call it the CR (combat replacement) instead
Billiz
Mon Nov 03, 2003 2:06 am
#10

Terrain negotation.. CMs have it!!!


If someone should have neggo its Commandos..




TSA
The Swedish Alliance
http://www.tsa.nu
Alfgand
Wed Nov 05, 2003 1:34 am
#11

Sure Commandos should get Terrain Negoiation.


Carrying huge flame throwers and tons of explosives would not slow commandos down!


The fact that it is a Scout/Ranger skill should not bother you.


Swim speed mod. Yep another great idea. Commandos should be able to swim very fast carrying those huge weapons and tons of explosives. Should not be a problem.


"Stealth or Camofluage (like mask-scent..." Sure take some more from Scout/Rangers.


I think Commandos should be able to make High Tech Bases too.


In fact you can have Ranger traps too since they are totally useless.


Damage mods VS humanoid enemies. Well I actually agree with this one.


Commandos should be the best at War and killing Players and NPC in battles.


But you should get Damage Minuses against creatures. You are after all Warriors not Big Game Hunters.


You should get XP bonuses and Damage bonuses vs players/NPC's and AT-STs etc and Rangers should get minuses.


You should get XP minuses and Damage minuses vs creatures and Rangers should get bonuses.


Everyone should play their own part and not be master of all. Things are very screwed up now and need fixing.

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