Commando Archive

Thread: Stealth

Malki
Mon May 17, 2004 5:48 am
#1

I read another thread about a commando being more of a stealth character, and I completely agree.

The other day I had to go find a commando trainer and unfortunately I am a rebel and the moment I stepped in town I got busted by some stormtroopers. I ended up having to run out of town and then sneaking back in, using the fights between the swoop gangs and stormtroopers for cover. Then after I got the training I needed, I had to make it back to the starport and run past more storm troopers to get to the schuttle.

I think that incorporating stealth in with the commando and making it more of a "special op" character along with some heavy weapons would be a very good idea.

Then you can have commando missions were you have to infiltrate an area with out being seen, or take out an enemy with out anyone seeing you, etc.

Can anyone say "Tom Clancy" ?
feck
Mon May 17, 2004 7:48 am
#2

Commando stealth? rofl How are you suppose to be stealth with a flame thrower? I think Smugglers/Rangers fit the stealth mode WAY before Commando.

Message Edited by feck on 05-17-2004 07:50 AM

Hellshot
Mon May 17, 2004 9:17 am
#3

The fundamental problem with any sort of stealth is the radar system will allow any player to see you coming. And the devs have stated that they will not allow players to disappear from the radar as this would to lead to griefing and exploiting (which I agree with). I would like to see some sort of stealth similar to how KOTOR handles it for NPC's. It would be a nice alternative to having to plow through things to get anywhere. This could be especially usefull some of the new dungeons that are coming out (like the DWB).


In fact, I could think up a whole new profession, spy. Base it off of the ID tree in entertainer and pistol tree in marksmen. You could have 4 trees, gadgets, espionage, a pistols tree, and a disguises tree. The gadgets tree could allow you to use all sorts of trinkets and such, like data recorders that could interface with terminlas (which could be placed in factioned dungeons and bases). The espionage tree could allow you to bypass locked doors (similar to slicing but more extensive and able to bypass doors that can't be sliced). It wouldalso allow you stealth modifiers to bypass aggro npcs when using stealth gear.The pistols tree is self explainatory, but could involve more targeted shots in contrast to the smuggler tree. The disguise tree could allow you to assume different faction appearances, neutral, hutt, imperial, and rebel.


Anyway, another random thought brought to you by Monday.




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Malki
Mon May 17, 2004 10:04 am
#4

Ok I think they should back to the fundamentals of what a commando is. Btw I apologize if any thing below is incorrect, I am fairly new to the commando class. Now I know that SWG/Sony may have there own definition but below is the webster's definition.

Commando
n 1: a member of a military unit trained as shock troops for hit-and-run raids [syn: ranger] 2: an amphibious military unit trained for raids into enemy territory
Where ranger is the military version of a ranger.

So I would consider this implying that a commando would focus on three things:
1.Firepower
2.Stealth
3.Quickness

Get in quickly and quietly, then blow everything up.

Right now the Commando in SWG has 4 branches.
1.Flamethrower
2.Acid Rifle
3.Heavy Weapons
4.Grenades/Ranged Damage Mitigation

From my understanding most people think that the acid rifle and heavy weapons are pretty much broken or useless. So lets get rid of both of those lines. If you want to play a sniper, take rifles. Let just keep rocket launchers and give those to the novice commando, however have two types. One for anti-personnel (with AOE), and one with armor penatration/high damage.

So now we have two free branches. Lets put in those a skill that allows for users to vanish from NPC's, like creatures, droids, and npcs. So this only works for PVE. Every time you fire a weapon you become TEF and have to wait so long before “vanishing”. Vanishing, btw, means that you can not be targeted. So you could do hit and runs on missions, etc. Now with PVP lets just give them some kind of bonus to dodge as well. Btw I don't know how the Ranger's stealth works, so If I am repeating anything please forgive me.

With the other branch we will use for a rapid fire cannon of some sort, or some other high damage, blow stuff up weapon. Preferably with a rate of fire and a AOE with low damage, but what ever. Just some other kind of big weapon, or some skill with a one handed melee weapon would be interesting.

Another change that would be good to do is cross profession skills. Like if I get novice carbineer and novice commando I could use some kind of high rate of fire carbine, that would be in effect an automatic machine gun. You could carry this thought of cross profession skills across a lot of the different professions and skills, call them synergy skills. You could have the acid rifle if you have novice rifleman and novice commando, etc.

So what I am proposing is a commando that is quick, stealthy, and blows up enemies really well.
BountyMaster27
Sun Jun 13, 2004 1:49 am
#5

/bump



I Quote: "You will likely not see many (if any) Jedi in game for a long time (likely months). We're not kidding. Jedi are rare in this time period (between A New Hope and The Empire Strikes Back). Becoming a Jedi and surviving as a Jedi is very very very very difficult (and rewarding) in Star Wars Galaxies: An Empire Divided."
thiostan
Sun Jun 13, 2004 10:35 am
#6

Here's an idea on 'stealth' for commando's that gives 'stealth' abilities, is more in line with commando and should be workable. (I posted a vairant of this eons ago as a Commando revamp proposal).


Replace a commando tree with the stealth tree or even better, incorporate into existing tree.


1. Commando can revert to overt/covert with 10 minute timer.

2. Commando appears neutral to all factions regardless of overt/covert status, Examine reveals the truth and makes the character attackable by opposing factions.

3. Commando appears friendly to all factionsunless examined by foe (some foes like DWB Black Suns have a good chance of detecting an imposter and will immediately agro the foe, like a scout that has blown their mask scent). In PvP this will encourage a commando to avoid enemies that know him/her.

4.Commando can 'fool' faction scanners for a short period of time.


Commando loses all benefits of the stealthif they attack. Against an alert opponent this isn't the greatest advantage. Against a distracted opponent it can help turn the tide of a battle as a commando uses surprise to get in close where he/she can get close enough to use our slow, close range, weapons.
TheDarkmoons
Sun Jun 13, 2004 11:07 am
#7






feck wrote:
Commando stealth? rofl How are you suppose to be stealth with a flame thrower? I think Smugglers/Rangers fit the stealth mode WAY before Commando.

Message Edited by feck on 05-17-2004 07:50 AM





The posters point seems to be that their view of a Commando isn't a Heavy Weapons Expert, its more of a hard-trained Green Beret, skilled at covertly destroying an enemy base using Stealth and Demolitions to bring it down.




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