Commando Archive

Thread: My idea of what Commando should have been...

Nim_Cross
Sat Aug 23, 2003 12:16 am
#1

I've mastered three of the four trees in Commando (still on lvl 2 of Field Tactics). So far, I don't find Commando as rewarding as it should be. Personally, I think that Commando should be completely redone. I think that the weapons are a real let down, because the only one that actually screams Star Wars are the Thermal Detonator. Other than that, there is really nothing from previous games like Dark Forces 2: Jedi Knight or Jedi Knight: Jedi Outcast. With my reworking of Commando, they will now have access to classic weapons from previous Star Wars games, like the Flichette Launcher, Sequencer Mines, Rail Detonator, Concussion Rifle, and the Heavy Repeater rifle. The class, much like novice marksman, would be slit off into three spacific weapon trees, and a combat xp based tree.



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Profession Trees:


Energy Projectile Weapons - These would be heavy weapons that are energy based in their shots. They shoot large energy based projectiles at targets to cause massive damage. Weapons for this class would be the Concussion Rifle from Jedi Knight, or the DEMP 2 from Jedi Outcast.


Hard Projectile Weapon - These weapons, much like carbines, shoot hard projectiles that cause large amounts of damage. These weapons would have high wound chance percentages.


Explosive Projectile Weapons - Weapons in this class shoot explosive projectiles (small explosive charges or rockets) to cause damage.


Field Tactics - This gives the commando access to special features, like powering down a base, as well as grenade certifications.






Weapons -Weapons that have explosive attacks (Explosive projectile weapons and some energy weapons) will cause splash damage. Splash damage is where the explosion causes damage to enemies standing around where the shot detonated. Splash damage usually decreases 30% for every meter they stand away from the detonation point. There should be four weapons for each of the three weapon trees.


Explosive weapons should have "clips". Commandos should be trained to make their own explosive charges and explosive projectiles for their heavy weapons. When they run out of their clip, they can type /reloadweapon, or use the radial on their selected weapon to reload the clip, that is if they have enough charges to reload.


Also, my theory is that these weapons would be accessable to other professions too, like Carbineers can get the Heavy Repeater, or Bounty Hunters can get the Assault Cannon. If Commando got all these weapons, everyone and their mother would be wanting to get into Commando.


When I say default damage and default speed, I mean how the weapon acts without using specials.


Bryar Pistol - From All Three Dark Forces Games - Energy Projectile Weapon - It's just like a pistol, but dead accurate and causes greater damage than your normal FWG5. This would be the commando's side arm of choise. This weapon would be given at Novice Commando so that they can earn Energy Projectile Weapon XP. Default shot would do 300 to 500 damage and the default attack speed would be the same as any other pistol.


Concussion Rifle - From Dark Forces II: Jedi Knight - Energy Projectile Weapon - This weapon shoots an energy bolt that explodes into a cloud of energy on contact. The energy cloud would cause splash damage. It would also cause shock damage, delaying the effected peron's que-time, like panic shot does for Smugglers. The default speed of this weapon would be around 1.5 to 2 seconds, since the default damage would be around 600 to 800 damage.


Disruptor Cannon - From Shadows of the Empire - Energy Projectile Weapon - This weapon is much like the Concussion rifle. Once the projectile hits an object, it explodes into a cloud of energy. Unlike the Concussion Rifle, the Disruptor Cannon has a larger splash damage radious. This would be accessable near the top of the Energy Projectile Weapons tree. The default speed would be the same as the Concussion Rifle, but the damage would be from 650 to 850 per hit.


DEMP 2 (Destructive Electro-Magnetic Pulse 2 Cannon) - From Jedi Knight II: Jedi Outcast - Energy Projectile Weapon - This weapon shoots an electro-magnetic charge that would cause maximum damage against mechs, such as AT-ST's, vehicles, and droids. The default attack speed of this weapon would be the same of something like the DLT20a. This weapon would do around 300 to 500 damage on players and creatures, but the damage done to mech-based enemies, like droids and vehicles would be around 800 to 1000.


Assault Cannon - From Dark Forces - Energy Projectile Weapon - This weapon shoots an accurate bolt of energy at a target. It would be dead-accurate once you master the Energy Projectile Weapon tree. The default speed of this weapon would be the same speed as the average rifle, but the default damage would be around 400 to 700.


Rail Detonator - From Dark Forces II: Jedi Knight - Explosive Projectile Weapon - This shoots a small explosive charge that either explodes on contact, or with a special move, sticks to an enemy and has a 5 second fuse once it latches on to an object. This would have a "clip" of 9 before you must reload.


Packard Mortar - From Dark Forces - Explosive Projectile Weapon - This would be a short range weapon (ideal range of about 10 to 20 meters) which would launch a heavy explosive charge at an object that explodes on contact.


Launcher Pistol - From Star Wars Galaxies - Explosive Projectile Weapon - Nothing special, just something out of the game. This would be given at Novice Commando as a way to earn Explosive Projectile Weapon XP. Damage and speed would be the same as it is already.


Rocket Launcher - From Jedi Knight II: Jedi Outcast - Explosive Projectile Weapon - Just like the rocket launcher in SWG, but it would look like the one from Jedi Outcast. This weapon would have the longest range of all the heavy weapons. A special would allow you to lock on to a target so that the rocket will seak the target (this would be useful to take down speeders that have high speeds). This would also have a "clip" of 5 before it will need to be reloaded.


Heavy Repeater - From Jedi Knight II: Jedi Outcast - Hard Projectile Weapon - This weapon will rapidly shoot out hard bullet like projectiles that do a small amount of damage individually, but cause a massive amount of damage over time. As you progress thru the hard projectile tree, you'd earn the ability to fire three shots at once (I'm kind of combining the Imperial Repeater from Dark Forces II: Jedi Knight and the Heavy Repeater from Jedi Outcast). The default attack speed would be way faster than the average blaster, and does about 100 to 350 per hit. This weapon would be focused mainly around special attacks, which would deal an instane amount of damage.


Golan Arms FC - 1 (Flichette Launcher) - From Jedi Knight II: Jedi Outcast - Hard Projectile Weapon - Much like a real life shotgun. This weapon shoots a spray of hard ball like projectiles. This weapon would cause HUGE damage, but the drawback is that it would damage all three HAM stats instead of one, because it's not accurate. Default stats would be the same as the Heavy Repeater.


Sequencer Charge - From Dark Forces II: Jedi Knight - Field Tactics - I'm not sure how this weapon would be used. It's like a landmine, but is has a proximity mode, as well as a manual detonation mode. I think the easiest way to introduce them is to have them be proximity mines. Once an enemy traget (something that is attackable to you) comes within a 3 or 5 meters of the mine, it blows up, causing insane amounts of damage. Since this would mainly be an anti-vehicle weapon (used to take out speeders, heavy repulserlift gunboats, and AT-ST's), it would probobly be instant death for the unlucker soul who wandered by it. This would have splash damage.


Thermal Detonator - From Just About Any Star Wars Game - Field Tactics - Just your regular ol' grenade. This would be thrown and detonate on contact, or you can go suicide bomber and set a timer on it (5-10 second fuse).


Shrapnat Grenade - New - Field Tactics - This would be thrown, and once it detonates on contact, it causes splash damage with a larger radious than other weapons. This could also be layed as a proximity mine type weapon.


Concussion Grenade - New - Field Tactics - This would be like the modern day Flash-bang grenade. It would most likely cause the target, and maybe others in point blank range of the detonation, to be knocked down. It would also cause shock damage, delaying the effected peron's que-time, like panic shot does for Smugglers. This weapon could also be layed as a proximity mine type weapon.






Skill Lines


Novice Commando


Special - Bryar Pistol and Launcher Pistol - Heavy Body Shot - Does more damage than Bodyshot 3
Special - Heavy Repeater - Tri-Shot - The Heavy repeater shoots a burst of three projectiles at once, causing great damage to the object is hits.
Certifications - Launcher Pistol, Bryar Pistol, and Heavy Repeater.
Terrain Negotation +10 - Commandos should be able to move over mountains quickly


Energy Projectile Weapons


This tree would focus on the Energy based weapons. FYI, specials would be specific for weapons, instead of be accessable for all weapons of the same type. But as you progress thru the spacific weapontype tree, the specials for each weapon become more powerful. IE, a Commando with Energy Projectile Weapons 1 will do less damage with Drill Shot than a Commando with Energy Projectile Weapons IV. These weapons do mainly health damage, accept for the assault cannon's special.


Level I


Certification - Concussion Rifle
Special - Drill Shot - This attack would be different than the Concussion Rifle's default attack. This special would allow you to shoot a very accurate single shot of energy. This would be like the secondary attack from the game Dark Forces II: Jedi Knight. The base damage for this special would range from 800 to 1000. This will go up as you climb the EPM Tree.


Level II


Certification - Disruptor Cannon
Special - Disruptor Overcharge - This attack would create a larger cloud of energy, increase damage on the target, and increase splash damage radious.
Drill Shot +5% Damage


Level III


Certification - DEMP 2
Special - Radial Damage - This would be sort of an overcharge shot that would only really work against mech-based enemies. The splash damage radious for this special would be about 10 to 15 meters.
Drill Shot +5% Damage
Disruptor Overcharge +5% Damage


Level IV


Certification - Assault Cannon
Sharp Shot - This would be an attack that would focus damage on the mind pool. The damage of this special attack would be around 700 to 1000 per shot.
Disruptor Overcharge +10% Damage
Drill Shot +5% Damage


Hard Projectile Weapons


These are the weapons that use hard projectiles, much like carbines. These weapons would be able to pierce armour, be it on a trooper (PC, NPC) or a vehicle.


Explosive Projectile Weapons


Level I


Certification - Rail Detonator
Special - Sticky Bomb - This special fires a sticky shot from the rail detonator that sticks to any object. Once it makes contact with an object, the charge detonates after 5 seconds. This special has a 70% knockdown chance against players. Since this attack is geared more toward use on vehicles, it's more powerful than the default shots. The 5 second fuse allows the commando to attach the sticky charge and get behind cover before it blows. This attack has a splash damage radious of 10 to 15 meters
Schematics - Rail Charge
Explosive Projectile Armor Piercing +40% Chance


Level II


Certification - Packard Mortar
Special - Cluster Mortar - This special launches a mortar out at a target. Once it makes contact with an object, it explodes, releasing smaller explosives that explode on contact. This attack has a splash damage radious of 10 to 15 meters.
Schematics - Concussion Mortar
Sticky Bomb +5% Damage
Explosive Projectile Armor Piercing +30% Chance


Level III


Certification - Rocket Launcher
Special - Seaking Shot - This launches a missile that seaks out the person or vehicle that you have targetted. This would be used mainly to take down moving vehicles, but it can also be used to take out personel at long ranges. The splash damage for this attack is 10 to 15 meters.
Schematics - Heavy Rocket
Sticky Bomb +5% Damage
Cluster Bomb +10% Damage
Explosive Projectile Armor Piercing +20% Chance


Level IV


Schematics - Proton Missile, Concussion Charge, Napalm Mortar (these are "advanced" chrarges that do more damage than the default charges).
Seaker Shot +10% Damage
Explosive Projectile Armor Piercing +10% Chance


Hard Projectile Weapons


This tree will focus on the use of carbine-like weapons that shoot hard metal projectiles that have high wound chances.


Level I


Hard Projectile Armor Piercing +40% Chance


Level II


Certification - Golan Arms FC - 1 (Flichette Launcher)
Special - Rapid-Fire Shot -
This fires up to 5 rapid-firing shots of Flichette, causing five-times more damage than the default Flichette shot.
Tri-Shot +5% Damage
Hard Projectile Armor Piercing +30% Chance


Level III


Tri-Shot +5% Damage
Rapid-Fire Shot +10%
Hard Projectile Armor Piercing +20% Chance


Level IV


Tri-Shot +5% Damage
Rapid-Fire Shot +5% Damage
Hard Projectile Armor Piercing +10% Chance


Field Tactics


This tree will focus on tactics used by Commandos. Stealth is the ability to hide yourself from Tab-Target and radar. For every +10 is 10 meters. This means someone with lvl I completed can be un-auto-targetted and not show up on radar if they are up to 10 meters away.


Level I


Certification - Sequencer Charge
Action - Stealth -
Sort of like a mask-scent that works on human npc's and pc's. Once you activate this, you do shot show up on radar and you cannot be auto-targetted by using tab. The higher up the tree you are, the more effective this will be.
Action - Shut Down - This will allow the Commando to shut down a base's power on battlefields.
Stealth +10


Level II


Certification - Thermal Detonator
Stealth +15


Level III


Certification - Concussion Grenade
Stealth +10


Level IV


Certification - Shrapnal Grenade
Stealth +10


Master Commando


Drill Shot +10% Damage
Disruptor Overcharge +10% Damage
Radial Damage +10% Damage
Sharpshot +10% Damage
Sticky Bomb +10% Damage
Cluster Mortar +10% Damage
Seaker Shot +10% Damage
Tri-Shot +10% Damage
Rapid-Fire +10% Damage






Again, I'm not saying that the devs should change Commando and put this one in instead... I just sort of made this to share with you guys how I thought Commando was going to be like.


I didn't add any ranged mods and whatnot in there, basically because I'm lazy, so gimme a break.






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Ianator Darkmist -- Elder Jedi
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Warlock_The_Darkone
Sat Aug 23, 2003 12:32 am
#2

Well it seems very thought out. I would cange a few things... make it like 2 weapons a tree or close to it... I do think that they need to redo our skill tree... but if we had your plan we would be way over powered andthe nerf bat would hit us all the time!


One last point, AR vaules.. that is a key thing for use.. we should have it with almost every weapon...




Tewls or Malock Razorblade(ALT)
Master Merchant, Master Commando, Master Bio-Engineer, Master TKA, Master Artisan, Fencer
Master Treasure and Rare Loot Gathers
Senior Member of Dark City Corperation
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Scylla
DeFuzion
Sat Aug 23, 2003 12:33 am
#3

ah, to long, to long. *falls asleep*

But I think we should have our own special armor.
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