Commando Archive
Thread: Storm Commandos...hmmmm
Message Edited by garvin on 06-08-2004 10:34 AM
I like the idea. How would it fit into the game though. Factional professions would be great....make it into something like a Rebel Shadow Commando that can give the commando some factional skills or get some modification's, it's an idea. I just read in the TKM forum that the CB would allow a whole series of tweaking and polishing of professions.
Dysinn Rahl (Gorath)
Ster wrote:
Garvin, what would you suggest Guerilla warfare in the game to be? Setting a bomb at a factional base to destroy the turrets or NPC Spawns? Or maybe short circuiting the turrets for a small amount of time from afar? The only other idea is with stealth being a part of the Guerilla tactics as well. Again, I dont know how to implement this.
Well...I think it breaks down via the definition above...Imagine if we had the following capabilities...Assult (Ranged Attacks, E-Web,etc), Demolition (FT, Genades, Rockets, Charges, etc.), Stealth (Fox Holes, Camoflauge, or something that just makes us harder to hit), Sabatoge (entering a faction base to set a charge...or mine field bonus abilities...or temporarily disable a vehicle...etc)...
Something along those lines...I'm not really looking for ideas of how to impletment (that comes later)...I'm looking for ideas to present to the devs based on "What is the Commando Role"and "How do we define a Commando"...The above definition is just something I ran across that sounds like it could be adapted for our needs possibly...
garvin wrote:
Ster wrote:
Garvin, what would you suggest Guerilla warfare in the game to be? Setting a bomb at a factional base to destroy the turrets or NPC Spawns? Or maybe short circuiting the turrets for a small amount of time from afar? The only other idea is with stealth being a part of the Guerilla tactics as well. Again, I dont know how to implement this.
Well...I think it breaks down via the definition above...Imagine if we had the following capabilities...Assult (Ranged Attacks, E-Web,etc), Demolition (FT, Genades, Rockets, Charges, etc.), Stealth (Fox Holes, Camoflauge, or something that just makes us harder to hit), Sabatoge (entering a faction base to set a charge...or mine field bonus abilities...or temporarily disable a vehicle...etc)...
Something along those lines...I'm not really looking for ideas of how to impletment (that comes later)...I'm looking for ideas to present to the devs based on "What is the Commando Role"and "How do we define a Commando"...The above definition is just something I ran across that sounds like it could be adapted for our needs possibly...
Understood. I think what you found at least gives us some sort of specific role in the universe. Right now, our roles are being taken over left and right....
Just going by whats currently in the game, the role of stealth belongs more to Rangers (as woefully implemented as that class may be atm) and the role of tech ops falls more into the realm of smugglers. Given our current prereqs, I think that we should focus our role on being one of a fast assault unit, akin to elite forces such as the SEALs, SAS, Marine Recon, and Army Rangers. Its hard to judge things without knowing the details of the comabat balance, but heres my general thoughts
1) Field Tactics. Keep the grenadesand mitigation in this tree. Add the ability for a commando to dig a foxhole (shovel made by novice artisan, maybe,some powerd shovel to make things go faster in the master artisan box). Allow the commando to place trenches and artillery pieces (laser cannons) in a city. Add a grenade launcher certification. Also add a certification for demolitions charges to destroy emplaced structures such as turrets.
2) Heavy Weapons: This tree is of course likely going to change given what the devs have said, but one thing that would be nice to see implemented is a mortar certification for dropping artillery on ranged opponents and taking out emplaced structures (like foxholes, pillboxes). Also certs for using artillery pieces and emplaced guns (could be added to cities and/or static GCW bases)
3) Flamethrower: Replace this weapon with an assault rifle that does blast damage and is highly accurate. All commando units require soldiers that are master marksman, and our weapons should reflect this. Maybe the specials should be a high accuracy/powered single shot, a burst fire shot, and some other sorts of specials.
4) Heavy Acid Rifle: Get rid of this piece of junk and replace with a squad assault weapon (SAW). This weapon should be able to produce suppressive fire (forcing all opponents to prone from any poistion) and have a rapid fire rate. The specials should have a cone effects and either cause bleeding or massive wounds.
"Do people agree or disagree that we should be "soldiers trained to speciallize in guerilla warfare"?"
I think that guerilla warfare is definitely what we should strive to be. I always thought of Riflemen as more standard soldiers, capable of doing large amounts of damage on a standard battlefield, but Commandos are your all around combat guys that can excel wherever. If this means confining us to the definition of guerilla, then we definitely need some stealth capability that can't be hacked client side (I know the Riflemen guys want this as well, but I think it would fit in very well in some capacity with this new outlook of Commandos). My combat philosophy for the char I play almost exclusively is "the best defense is a good offense". I want to be able to be versatile in nearly any situation, capable of doing lots of damage even if at the expense of taking a lot of damage, and also work even better in a team.
Also, and this may be nit-picking, but does anyone else think "blast" damage should have some sort of KD associated with it?
With this past weekend being the 60th annicversary for D-day. I watched all the discovery channel specials on it, and Band of Brothers with my dad. ( He is a retired....sorry deactivated Airborne Ranger )
I could not help but compare what SWG has based a "commando" on and what commando's really are. My dad explained to me that The Rangers are trained to be self sufficient with in their unit. Trained for every and any possible mission that might get thrown there way.
If any of you haven't seen Band of Brother's check it out. IMO this is what we should be. The guys that are called upon to be constantly in the front lines of the war. The guys sent in to take out a nest of multiple gun emplacements. The guys dropped in and sorrounded by the enemy in order to initiate a covert first strike to make way for the larger force.
NOT the guy with a pack full of suicide bombs, worthless heavy weapons, and a lighter on steroids. Sent in to mop up NPC's.
Garvin, regarding the thought of an Assault tree with carbines/rifles: With the upcoming changes talked about in the Combat Rebalance, there's talk on limiting the mobility of Riflemen to attain their firepower & accuracy. Stationary Commandos in that scenario is not what I envision, more of the fast striking, hard hitting trooper. Move around before the enemy focuses his anger appropriately on you. Having a viable rifle willalways have a place, butwill be good for ranged work, especially since the HAR has low accuracy at long ranges.
A good, working carbine is what's in order for us for several reasons: Good accuracy in med. ranges and not awful like rifles in close ranges. Also, from what I understand, Rifles in the CRebalance will be slowed down. Carbines would be able to retain their ROF.
standard commandos; (Name:Commando? Solder ? Shock Trooper? Maybe a rapid fire gun standard weapon cert's or more specials for the marks men tree we need to go up.)
assault troops trained for vehicle combat and artillery; (name: Storm Commando ? Special Forces Troop or SpecOps Trooper? or something. For this to work they would have to put 1.) more vehicles in the game or 2.) make it so only we can attack from mounts speeder bikes etc. And for artillery they would have to add a different weapon like the rocket launcher because that's a type of artillery unless your talking BIG then that's where gun turrets long range guns etc. come in)
soldiers who were experts at sabotage, demolitions and stealth; (Name
emmolitionist ? would give Grenade cert's. Bomb cert's and a bonus to run terrain nav. and cammo.)
and a tech team devoted to keeping gear functioning or jury-rigging makeshift supplies.(Name:SpecOps Engineer? Battle Tech.? Field Tech.? Field Engineer?.. Would let us craft grenades and bombs we use?like a trapping skill or set up some faction stuff others cant?)
I dunno just my 2 Cents.
TKA-MC wrote:
I like the idea. How would it fit into the game though. Factional professions would be great....make it into something like a Rebel Shadow Commando that can give the commando some factional skills or get some modification's, it's an idea. I just read in the TKM forum that the CB would allow a whole series of tweaking and polishing of professions.
Dysinn Rahl (Gorath)
I wasn't really looking the Faction part of it (although that could be interesting)...I was more looking at it for a "game purpose" or "definition of a commando"...
I like the idea of "soldiers trained to speciallize in guerilla warfare"...I'd love to challege the Devs to take that definition and look at how we exist now...Are we capable of Assult, Stealth, Sabatoge, Field Tech & Demolition...To me we have the Demolition part moderately ok (could be better)...And our Assult would be better if we had a faster weapon, possibly with ranged attacks...but we have no Stealth...no Sabatoge...and definitely we can't do anytype of Field Tech (although we use to be able to craft our own grenades)...
Do people agree or disagree that we should be "soldiers trained to speciallize in guerilla warfare"?
One of the reasons I ask is because one of my current projects is to define our role as we see it in SWG for Commandos...