Commando Archive
Thread: My take on a New Star Wars Commando (LONGwinded post)
** Basic theme of the Star Wars Spec.Ops Commando.
-*-*- Of concern is also being Master Commando / Master Bounty Hunter. Even with my newer, steeper Prerequisites for Commando, mastering both professions is still barely possible (4 sps left). That combination of good defenses (MBH) and hitting power / accuracy (MCommando) would be balanced out the same way all Pure Combat Templates are: No SPs left for ANY healing skill boxes, not even Novice Medic.
- Regular Assault Armor Certification.
-- Certification to Rebel SpecOps Assault Armor (not really sure how it should look like) for Rebels. Neutrals get Certification to a relic set of Old Republic Clonetrooper Katarn Armor (from the Republic Commando game). Imperials get certification to Storm Commando armor. Your Faction Affiliation affects which of these 3 special armors you can be equipped. These armors fall under the "Assault Armor" classification / mod usage.
- Several Novice Elite Ranged Profession Specials are placed here to get the Novice Commando going. No further "specials" are given. The better specials will remain with the specific Elite Ranged Professions, which can be improved upon by Commando.
-- Special: Body Shot (Pistol)
-- Special: Leg Shot (Carbine)
-- Special: Head Shot (Rifle)
- The last, great chunks of all of Commando's Mods are found here. This is in particularly true for the "Demolitions Preparatoin" mods and Special Weapons Mods.
- Small Burst Run Efficiency and Terrain Negotiation Mods are added here.
- The last, big chunks of Assault Armor Mods fall here.
- The last, significant bonus damage multipliers are given to the Commando's various Carbine, Pistol, and Rifle Specials.Exactly how much total? As much as it takes to make the specials hurt good enough with a Master Commando / Master ___ Ranged Profession. Enough to make Commando rate the "5" Damage rating.
Thrown Weapon Accuracy & Speed Mods.
Special Weapons Accuracy & Speed Mods.
Assault Armor Mods.
--- For the sake of time, I didn't dive into Master Commando Carbines, Pistols, Rifles. But the general theme of these is that though they will require a Master Commando certification, they will still use Weapon Specific Mods for effective usage. In the same lines as the current Dawnsorrow Rifle... an MSL weapon but Rifle mods needed.
--- Grenades need to be improved, however.
--- The Commando player acquires the PLX-3sop R.Launcher and warheads seperately. The Launcher itself is non-consumeable and has the "permanent mods." The warheads are themselves consumeable and come in stacks of 5. They are loaded into the PLX-3sop as you would a Power Up. The warheads WILL be powerful. There are no CL classed warheads. No PUPs can be placed on the R.Launcher!
Combat Level Required: None, but requires merely Novice Commando. However, good mods are required for effective usage.
Speed: Very, very slow! Uses Special Weapons Accuracy & Speed Mods, scattered about the Commando profession.
Damage & Damage type: Varies on warhead quality.
Accuracy: Varies. Depends on the Weaponsmith's work, but generally higher Spec.Weapons Mods and shorter ranges help.
Blast Radius: Half the size of most grenade radii. Less if balance needs to come into play. Blast Radius does not distinguish between friend of foe.
States: All warheads cause stun to those in the blast radius. In addition, Standard Warheads can cause a radius Knockdown. Acid Warheads cause a short Blind State. Proton warheads do the same as the standard in states. Just more powerful in damage and a much likelier chance for a KD. The Proton Warheads are also a Master Commando certification.
Message Edited by Warmaker01 on 10-04-2005 12:48 PM
I agree great ideas i love the high skill point cost as long as it gets rewarded with damage dealing to make up for it although i would remove the 0004 scout requirement as there should be no need for a commando force to spen that much time behind the lines. I also dont like the friendly fire on the rockets or thrown explosives as these would be used in battles where you melee group memebers could be fighting but i do agree that the demo charge should be friendly fire as you could use it to soften hard targets before the actual raid and not in the heat of the battle weapon.
Againwonderful ideas here.
Also I have a post titled MY top 5 fixes/wishes for commando post i have a few ideas in there thatyou might interesting warmaker01.
I gave Commando a lot of "Pros" but had to constantly remind myself to put in some "Cons."
What I didn't want was another Alpha Class. I wanted Commando to be different yet extremely useful to the other Ranged Professions. I put in some stiff "Cons" to balance things out.
The common Master Commando templates will be powerful, but it will have the same weakness all Pure-Combat Templates have: No great self-healing ability.
BTW, I dreamt that up in 11pm and posted it up in roughly 2am. I woke up late that day and I had ALOT of Caffeine in the system!
Message Edited by Warmaker01 on 10-04-2005 12:32 PM
Tyyylowyspetily wrote:
Nice post. The background work on star warsEU weapons technology was entertaining.I can't help but think that when Rangers do get their revamp, there will be a mass exodus of commandos that have this vision of our prosession. I'm still on the fence myself with that, since I had a similar idea of what a "commando" ought to be. The spec ops profession which will concentrate on lightning strikes, hit and fade operations will likely be Ranger. On the point of a higher pre req to justify greater skills, I don't see the devs re-introducing it anytime soon, nor should we need a higher skill point sink to get the power level we should have right now. All professions save ID will soon have two skill lines as a prereq. Now what they need to do is make commando as useful as BH or Combat Medic.
I always liked digging into the background of Star Wars.
Blastech is the producer of a wide variety of blasters. Most famously is the E11.
Merr-Sonn is another one in Star Wars lore, and the PLX-2 Missile Launcher can be found in the databank of Starwars.com. The series of this launcher does start in the Clone Wars (the cartoon) and is stated to be still in upgraded service in the Imperial era as the PLX-2m. My PLX-3sop is completely made up, but I used Star Wars background "fluff" as a base for it.
I'll have to get Golan Arms in somewhere. They loved making big guns and weapon systems.