Commando Archive

Thread: TH posted some CU Over-View HighEnd info

garvin
Tue Jan 18, 2005 3:10 pm
#1




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

aeuralis
Tue Jan 18, 2005 3:19 pm
#2

How come after reading TH's most recent post, I don't feel like I learned anything new?


Is it because Garvin has been so good at giving us hints ?


But since Garvin has said that he was just restating what the Devs had already posted, did they not tell us anything new?




Boson Commando/TKM ----- Aeuralis Combat Medic/Doc
Commando's motto: Devs....you ask us not to Rant, but Flames are all we have...
Warmaker01
Tue Jan 18, 2005 3:27 pm
#3

I'm sorry, but there's nothing really new that hasn't been tossed around the forums already.

It's still vague.

StarNick
Tue Jan 18, 2005 3:28 pm
#4


For your viewing pleasure:





This update is intended to give you a very high level overview of where we are headed and what our goals are. We are open to significant shifts during the hands-on testing opportunity alpha testing gives us, so we don't want to communicate specific details that may end up being completely erroneous after the alpha testing period is completed.


This will be the first of many updates. We look forward to sharing more information with you though it may not be an "every week" frequency at the start. Prepare yourself for a whole lot more fun, flash and interactivity.

High Level Purpose
The SWG combat upgrade is intended to create more exciting combat. The goals for the Combat Upgrade are:

1. Make combat more interesting, diverse, hands-on, and less repetitive.
2. Create character inter-dependences that facilitate group tactics.
3. Make combat feel more like Star Wars

Feature Summary
Here are some of the new features we have added to bring you a more exciting combat experience. More news will be provided as the new combat system shakes out.

1. Make Combat More Interesting

• New HAM System
Separate special action costs from damage – no more dying from using your special actions!
Special action cost adjustments – more variety and tactics in gameplay, special actions now cost time instead of health.
Context sensitive abilities – Exciting new visual effects allow you to make tactical decisions based on changing situations – you can "see" what others are shooting you with while in combat.


• Profession and Character Upgrades
New abilities to help professions – each of the combat professions will be given a specific role in combat to fulfill.
“Mind” stat Balance - it won’t be the all-important stat in combat that it is now.
Make all species viable in combat – Different species will have different advantages based on their stats.
Dramatically reduce probability of “first strike” always determining victory.


Improved Visuals

Enhanced weapon effects - more effects all around.
Counter-move and Recovery effects – You now have ways to recover from attacks - no more one sided combat!
State (DoT, Diseased, etc.) effects - new state effects and dots balanced with moves and counter moves.
Hit reaction effects - new visual effects increase the feel and pace of combat so players can react.
New Weapons Types - Added weapon types with their own visuals.


2. Create Interdependence

• Improve Professions
Professions now have unique roles in a group and make all roles useful.
Profession archetypes are more likely to be special and sought after.


• New Death and Incapacitation Rules

Change to the way HAM interacts with death - group with friends to increase your overall stopping power.


• Weapons and Armor Interaction

Profession specific benefits for wearing armor based on Profession - new roles for different armor types to prevent any one set of armor from being "the best".
Armor types are affected differently by different weapons. – there should no longer be a “best” weapon.


• High End Content
Tough NPCs and creatures will require groups to take them down.
Buffs and HAM drain/regeneration put back into balance.
Players can still solo character advancement.


3. Make Combat Feel More like Star Wars

• Look and Feel
Added new faction armor – four new armor sets.
New weapon balance makes all the Star Wars weapons usable in combat
Stormtrooper armor is now viable in combat – wear it with pride!


• Ranged Combat
Make ranged combat more interesting and important - we are working to extend combat range.
Prevent ability to make one’s self immune to range damage - No more unbeatable stacker templates.
New ranged weapons – more blasters, more blasters!




If I may comment...this is pretty extensive, knowing that the devs said they're not going to release documents. And the addition of FOUR new faction armor sets IS new, as they never mentioned anything (to my knowledge) about specifics with this (in number)...they mentioned new armors are coming, but not specifically where... (and we havent seen em yet)


Also, im glad TH added in the part that you can still have Solo Advancement...one thing ive been worried about (prolly everyone too) is if the CURB will make SWG like EQ2 where you need specific groups...one of SWG's strengths IS the solo game afterall....now if you cant solo when we go testing, we have a base to argue here...and some form of reassurance...



--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

garvin
Tue Jan 18, 2005 3:32 pm
#5


Now for some analysis taken from some parts of his overview:


Feature Summary
Here are some of the new features we have added to bring you a more exciting combat experience. More news will be provided as the new combat system shakes out.

1. Make Combat More Interesting


  • New HAM System


    • Separate special action costs from damage – no more dying from using your special actions!
      This also translates into NO MORE SPAMMING as the action pools will be limited...

    • Special action cost adjustments – more variety and tactics in gameplay, special actions now cost time instead of health.

    • Context sensitive abilities – Exciting new visual effects allow you to make tactical decisions based on changing situations – you can "see" what others are shooting you with while in combat.

  • Profession and Character Upgrades


    • New abilities to help professions – each of the combat professions will be given a specific role in combat to fulfill.
      Hmmm...maybe strengths vs. weaknesses...I seem to recall us discussing an idea like that...

    • “Mind” stat Balance - it won’t be the all-important stat in combat that it is now.

    • Make all species viable in combat – Different species will have different advantages based on their stats.

    • Dramatically reduce probability of “first strike” always determining victory.

  • Improved Visuals


    • Enhanced weapon effects - more effects all around.

    • Counter-move and Recovery effects – You now have ways to recover from attacks - no more one sided combat!
      Counters will come with a cost...so they will be very strategic on when and where you use them...but the good news is no more of "once on our backs we are dead"...and combine that with the "end of spamming" and things are looking up for us.

    • State (DoT, Diseased, etc.) effects - new state effects and dots balanced with moves and counter moves.
      As far as I've heard, there will not be any counter to our DoT created that doesn't already exist in the game (fire blankets and water).

    • Hit reaction effects - new visual effects increase the feel and pace of combat so players can react.

    • New Weapons Types - Added weapon types with their own visuals.

2. Create Interdependence


  • Improve Professions


    • Professions now have unique roles in a group and make all roles useful.
      I seem to recall seeing this type of idea discussed somewhere as well...Finally groups will have use of us Commandos...

    • Profession archetypes are more likely to be special and sought after.

  • New Death and Incapacitation Rules


    • Change to the way HAM interacts with death - group with friends to increase your overall stopping power.
      The way Death/Incapp is changing is a fairly huge change and will effect us all...this is one thing to keep an eye out for regarding future information...It will definitely effect some of our currently preceived weaknesses.

  • Weapons and Armor Interaction


    • Profession specific benefits for wearing armor based on Profession - new roles for different armor types to prevent any one set of armor from being "the best".
      This is one of the most exciting parts of the CU...Commandos will be well set on our Armor type...But it's also huge for Armorsmiths and overall gameplay as we'll no longer see everyone running around in just composite...Professions will focus on using the type of armor that plays best on their strengths while helping out with their weaknesses...Dabbing will further increase the armor choices.

    • Armor types are affected differently by different weapons. – there should no longer be a “best” weapon.
      There will be added strategy in knowing when to wear armor and when to have the ability not to need armor...that's all I'm saying there...

  • High End Content


    • Tough NPCs and creatures will require groups to take them down.

    • Buffs and HAM drain/regeneration put back into balance.

    • Players can still solo character advancement.
      I know that the above 3 have been concerns that have been voiced by many...It's nice to know that the Devs are recognizing these issues.

3. Make Combat Feel More like Star Wars


  • Look and Feel


    • Added new faction armor – four new armor sets.

    • New weapon balance makes all the Star Wars weapons usable in combat

    • Stormtrooper armor is now viable in combat – wear it with pride!
      I seem to recall someone mentioning that they envisioned a day when we'd see a GCW battlefield where volumes of stromtroopers are clashing with rebels...do you think he could have been referring to something coming from these changes?

  • Ranged Combat


    • Make ranged combat more interesting and important - we are working to extend combat range.
      Commandos WILL be impacted here...can't say much more (NDA)...

    • Prevent ability to make one’s self immune to range damage - No more unbeatable stacker templates.
      Rock, Paper, Sissors maybe...

    • New ranged weapons – more blasters, more blasters!
      New is good...and Commandos ARE included...

This is still just the tip of the iceberg and a very general overview (unfortunately without explainations)...Hopefully the fact that TH says this is the "first of many" means those expanded details are coming soon and I can stop being so dang cryptic...lol

Message Edited by garvin on 01-18-2005 02:37 PM



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Novock
Tue Jan 18, 2005 3:40 pm
#6

This is very nice and very well made. I am definetly glad they finally got this out but still confused why something like this couldn't have been made sometime ago. Anyways very nice and we'll wait and see how the follow up is handled.


I'm curious to what the FF will be this week though since Cal said "It will be cool"





Novock
Cr|mson Kn|ghtsCo-Leader of <-CK->
Tim-bo
Cr|mson Kn|ghts- Architect/Droid Engineer/Merchant

garvin
Tue Jan 18, 2005 3:42 pm
#7






Novock wrote:

This is very nice and very well made. I am definetly glad they finally got this out but still confused why something like this couldn't have been made sometime ago. Anyways very nice and we'll wait and see how the follow up is handled.


I'm curious to what the FF will be this week though since Cal said "It will be cool"




So am I...Even more so after TH's recent response to someone where he stated that he's gathering together cu related graphics for something he's working on (the person asked about when we'll be able to see the new faction armors or new weapons)...Maybe we'll see a FF coming up this week or next full of images...




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

aeuralis
Tue Jan 18, 2005 3:56 pm
#8


***********************************************************************************************************************





LgEnder wrote:



Woring on as in posted later today or as in Soon™?


Also, whats the current ETA on CU beta testing? Seeing as an old timeline had alpha in December, now all posts say Janurary, I'm guessing the time for beta has also been moved back 1-2 months. I understand how hard it is to state any specific month as it could be way earlier or way later, but I feel most of the community understands this by now and will accept the fact that dates change.



Hopefully Friday on the Armor Feature. That's my goal and things look good.


ETA on CU beta testing... No idea. It depends on how the alpha testing goes. If it goes well, then sooner. If feedback and testing tells us to take more time, then we take more time.





Kurt "Thunderheart" Stangl
Community Relations Manager


*********************************************************************************************************************



So the this weeks Friday Feature is about Armor.


WOOOT!!


Hope this will be our first REAL info about the revamp.




Boson Commando/TKM ----- Aeuralis Combat Medic/Doc
Commando's motto: Devs....you ask us not to Rant, but Flames are all we have...
RankorCity
Tue Jan 18, 2005 4:06 pm
#9






aeuralis wrote:

How come after reading TH's most recent post, I don't feel like I learned anything new?






Agreed 100 percent.


Perhaps I had too much hope in it.


But, it read as the same as 90 percent of the rest of Thunderhearts posts....Vague. Inconclusive.


At this point, I cant decide whats worse:


A) Saying nothing, therefore leaving nothing to speculation


B) Saying something without really saying anything, and opening up the masses to wild and rampant ideas and speculation, leaving the extreme possibility of disappointment at the end.



The absolute BEST thing to do is publish the docs, with updated information weekly/biweekly. Put one forum for it, with each profession listed and the anticipated changes....Format it like so:


Combat Upgrade Forums:


> Main Documents


>> Professions


(insert profession list here)


>>> HAM Revamp


>>>> Armor changes


etc, etc etc


.Give correspondents (who spend the most time in their respective profession forums) the ability to lock (and/or delete) posts that appear with anything about the CU. Make it firm that each player is given 3 strikes and they are out (i.e. - 3 locked posts in the wrong forums, and ban for 1 week).


Update this area as needed. Simple. Effective. At this point, there really is no need in being so secretive.





Anxiously awaiting the Firefly MMO
Discuss it at www.firefly-mmo.com
TK-132
Tue Jan 18, 2005 4:28 pm
#10

Well speak of the devil!

Hmm this is a very inspiring post. It doesn't give out much new information, but it has some promise.

The FF about and armor and such sounds very interesting.



Major Bluko Oll
Imperial High Command
Master Commando
Black Epsilon Ace

"Many things are said, but few are true."
Raty
Tue Jan 18, 2005 4:33 pm
#11

cant they make commando overly uber for like a week... i got a lot of jedi that i owe a few hundread deaths to.



MXG"Ò
The
Rat

lCommando of Pridel!*


My Sig is an ubenistic work of art
Novock
Tue Jan 18, 2005 4:37 pm
#12






Raty wrote:

cant they make commando overly uber for like a week... i got a lot of jedi that i owe a few hundread deaths to.






LOl that would be nice but for some reason I don't see it happening.



Novock
Cr|mson Kn|ghtsCo-Leader of <-CK->
Tim-bo
Cr|mson Kn|ghts- Architect/Droid Engineer/Merchant

JohboBocal
Tue Jan 18, 2005 4:42 pm
#13

Great, I guess the ball has started rolling. Let' keep pushing, so it don't stop.





Jobo & Jobi

Vendor located at -2483 -5643
Mos Nova, Tatooine
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