Commando Archive
Thread: Breaching charges and door slicing
Hellshot wrote:
So I was thinking about the republic commando and the new Death Watch Bunker. One of the main problems that may occur with the new bunker is that it has trap rooms where you trigger an alarm which summons 6 or so gaurds, one of which you need to kill to get a passkey to open a door to get by. While this sounds neat in theory, its going to lead to a variety of problems, including griefing and making multiple group coordination difficult. I thought a neat soulution to this problem would be to allow master smugglers to be able to slice these doors, and also include a certification at field tactics 1 for using a breaching charge to blow open the door. The slicing is fairly obvious as to how it would work, but it should have a chance of triggering the alarm, and possibly putting the whole base on alert. For breaching charges, these should have a 30s timer to set and once they go off they should trigger the alarm and also aggro anything within aLOS of 60m. The charges could be crafted by a weaposmith and use components similar to a C-22. In terms of game mechanics, a sliced or breached door should act like a door that was unlocked with a passkey, only allowing the group with the member that performed the action to go through.
I will admit that I don't know how difficult these things would be to code, but I think they would help alleviate some possible player griefing and also allow players 3 play options instead of just 1, which is currently to slog through a hoard of enemies.
Ok, I hate to be mean, but why should smugglers wait until master to be able to slice it, and Commandos get the breaching charge at Tactics 1, why not at master commando, give commandos a reason to master it!
I feel I can objectively ask this because I am both a master smuggler, and a commando with Field Tactics 1.
ideas?
Aladine wrote:
Ok, I hate to be mean, but why should smugglers wait until master to be able to slice it, and Commandos get the breaching charge at Tactics 1, why not at master commando, give commandos a reason to master it!
I feel I can objectively ask this because I am both a master smuggler, and a commando with Field Tactics 1.
ideas?
Simple answer, skill pts and time
Master smuggler = 121 skill pts with 2 trees that can be ground out ina few hours
Field tactics 1 = 117 skill pts and has to get 90,000 pts of combat exp, which is 900,000pts ofweapon experience(novice + field tactics 1).
Long answer:
I just threw this out as an idea, and if we wanted to be completely fair, we could move the cert to Field tactics 2 to make things perfectly fair (121 skill pts also), though that doesn't seem to be an absolute concern of the devs since both a master squad leader and master bounty hunter get the mando cert, and there is a clear disparity in the skill pts needed to master these professions. But more importantly, the field tactics tree is, well lacking any real tactics. Right now cryobans are weak weapons, despite their ap and unusual damage type, and this cert would add a new use for having a commando other than a DOT with the flamethrower. I think we could think of other skills that could be added up the tree, such as deployment ofa foxhole or other defensive structures.
Message Edited by Hellshot on 05-19-2004 11:50 AM
ahh ya got me there but that can work both ways....and i'm not saying that I don't want this to happen, matter of fact I would LOVE for either of these to come into play. I too agree that field tactics is seriously lacking, but I would hate to see people who are our favorite 0040 commandos to become 1040 commandos just for this skill, I would rather see it put at master to give master commandos another reason to be master commandos. It is something the Dev's could/might/colddayinhell do for the reason I highlited in your above statement.
Hellshot wrote:
Aladine wrote:
Ok, I hate to be mean, but why should smugglers wait until master to be able to slice it, and Commandos get the breaching charge at Tactics 1, why not at master commando, give commandos a reason to master it!
I feel I can objectively ask this because I am both a master smuggler, and a commando with Field Tactics 1.
ideas?
Simple answer, skill pts and time
Master smuggler = 121 skill pts with 2 trees that can be ground out ina few hours
Field tactics 1 = 117 skill pts and has to get 90,000 pts of combat exp, which is 900,000pts ofweapon experience(novice + field tactics 1).
Long answer:
I just threw this out as an idea, and if we wanted to be completely fair, we could move the cert to Field tactics 2 to make things perfectly fair (121 skill pts also), though that doesn't seem to be an absolute concern of the devs since both a master squad leader and master bounty hunter get the mando cert, and there is a clear disparity in the skill pts needed to master these professions. But more importantly, the field tactics tree is, well lacking any real tactics. Right now cryobans are weak weapons, despite their ap and unusual damage type, and this cert would add a new use for having a commando other than a DOT with the flamethrower. I think we could think of other skills that could be added up the tree, such as deployment ofa foxhole or other defensive structures.
Message Edited by Hellshot on 05-19-2004 11:50 AM