Commando Archive

Thread: 2nd Generation Weapons? Your thoughts.

TKA-MC
Tue Oct 19, 2004 7:57 am
#1

Yep last night I was just messing around and an idea popped into my head. I'm not saying its a good idea but it is a fresh idea as to what would be a good change and i'd figure id post it and see what other ideas may stem off of this one. The idea is this: we get access to 2nd generation weapons (as the title states).

In much the same way that Jedi have 3rh generationlight saber. I am in no way comparing us to Jedi for those who may miss read. But, in the C.R there is talk to toneing down damage. I dont know where to begin to even contemplate the stats of a weapon of this sort. Something with very good condition and is able to receive a high percentage slice from a slicer and possible sockets. This is just an idea.



Dysinn Rahl (Gorath)
MasterCommando/TKM

"Quiquid latine dictum sit, altum viditur." ("Whatever is said in Latin sounds profound.")
Skeptic666
Tue Oct 19, 2004 8:33 am
#2

If they tone our damage down they better fargin make TKM and Pistoleer hit for like 2 points a hit then or something



Member of Darkk
EX Combat Upgrade Sandbox Alpha Phase: Commando Team
TKA-MC
Tue Oct 19, 2004 9:02 am
#3

"But, in the C.R there is talk to toneing down damage"

This is only talk, but talk can still be a possibility.



Dysinn Rahl (Gorath)
MasterCommando/TKM

"Quiquid latine dictum sit, altum viditur." ("Whatever is said in Latin sounds profound.")
garvin
Tue Oct 19, 2004 10:22 am
#4

I've been thinking along the same line for awhile...but then my thoughts turned instead to the idea of instead of our weapons getting better (which would require multiple purchases...good for a crafter, bad for us) our specials get better...


For example...Get rid of FlameSingle1 and FlameSingle2 and instead have a FlameSingle that gets more powerful the higher up you go in the profession (as in, for every box you take in Commando, you get points or a percentage boost that improves both speed and accuracy of that special)...


Thoughts?



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

Hellshot
Tue Oct 19, 2004 10:58 am
#5

Personally, I would see ranged damage modifiers removed, since a gun wielded by a novice does as much damage as an expert, but the expert is more likely to hit you.



Ancient weapons and hokey religions are no match for a rocket launcher in your backpack.

Lowca- Col Hoopo Gringo 0/0/2/0 Commando, 0/0/0/2 Fencer
Test Center - Ahab Crestingrunner Master Commando and stuff

First player to wear Mandalorian armor
Nerj
Tue Oct 19, 2004 11:08 am
#6






garvin wrote:

I've been thinking along the same line for awhile...but then my thoughts turned instead to the idea of instead of our weapons getting better (which would require multiple purchases...good for a crafter, bad for us) our specials get better...


For example...Get rid of FlameSingle1 and FlameSingle2 and instead have a FlameSingle that gets more powerful the higher up you go in the profession (as in, for every box you take in Commando, you get points or a percentage boost that improves both speed and accuracy of that special)...


Thoughts?






Something similar to CHers skillsets, usabale by all profs. As you add skillboxes you get increases to speed or accuracy as you move up the amount of increase does too. At master you have the most. In addition, you get a variety of skills in each box that use the same mods. Like the grenade line withcerts for the better weapons higher up (BeamRifle-->HAR-->FlameThrower-->Mini-Gun --> Grenade Launcher)



Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

Rockhurst
Tue Oct 19, 2004 1:22 pm
#7




garvin wrote:

For example...Get rid of FlameSingle1 and FlameSingle2 and instead have a FlameSingle that gets more powerful the higher up you go in the profession (as in, for every box you take in Commando, you get points or a percentage boost that improves both speed and accuracy of that special)...


Thoughts?




There has to be a balance. Wecan't haveall weapons ofthe same typewith the same dmg stats.A +12 pt Master Weaponsmith has to make a better quality weapon than a Novice Weaponsmith. In today's model, a person's poweris decided by four mainthings 1) the weaponsmith 2) the slice 3) the user's speed and4) the user's available specials (i.e. a M. Pistoleer w/last ditch shooting a 500dmg DE-10 at the speed cap.) So, in the end a lot of the best players are the ones with the most money that can afford #1 & #2. Even with the suggested change, we still fall into the same trap...just not as badly. The good part is the players skill points determine how much damage that player could do.


If I could "revamp" the system, I'd change the weapon crafting/slicing process a lot. Some of the things I'd do:


-Weapons do a set rangeof damage (ex. all flamethrowers do 300-600 dmg)
-Add an "Accuracy Required" mod to a weapon. Face it, some weapons should be harder to hit things with than others. If a player's accuracy is 70 but the weapon requires 90, the player can use it but their accuracy is reduced by the difference between their accuracy and that of the pistol. So a player might earn a weapon certin one line, but must learn accuracy skills in another lineto use the weapon at full effectiveness. There is no bonus for exceeding this mod.
-Weapons have weight. This weight affects the players movement speed and time to equip a weapon. So, a Commando with a FT equipped might move slowly through a base. If the Commando needs to chase someone out the back door, he/she would need switch to the LP.
-Weaponsmiths can "tune" a weapon (much like slicing) to reduce items such as Condition, Damage, Speed, Accuracy Required, Range Modifiers, HAM costs, Weight, Wound, & Experience Levels (below). The ability to "tune" each of these would be a cert as a weaponsmith progresses to Master. A Master Weaponsmith may only tune 3 of these. A 12 pt Master Weaponsmith can tune 4.
-Smugglers can slice one item, however the player can choose 4 items that might receive the slice. Example: If you want a Damage slice, you would pick Damage + 3 other attributes. So, you always have a 25% chance of getting what you want.A +12 pt MasterSmugglercould bereduce this to 3 attributes giving you a 33.3% chance.
-Experience Levels: Today, players don't have a reason to continue using their favorite weapon (unless it's agreat weapon that they payed a lot for...and even in those cases it's usually used for only the most extreme circumstances). This mod changes that. There are3-4 levels per weapon. This stat represents the number of points that must be earned for each level. A weaponsmith's ability to tune this stat can either increase the number of levels or the number of kill points between levels.The more you kill, the better your weapon. A player gets a given number of points for each NPC and PC killed with the weapon (PvP giving more points than NPCs). The harder the NPC, the more points. This gives the combat player the ability to play through the game building up his/her favorite weapon and at some point selling the weapon for more than it was worth initially. When a new level is reached the player selects what attribute they want a bonus to. It's a random % between a given threshold for each level. Example: Level 1: 1%-5%, Level 2: 6%-10%, etc. The same attribute can not be selected in back-to-back levels. In other words, you cannot upgrade damage at bothLevel 3 & Level 4.




Master Bounty Hunter / Master Pistoleer
--Force Enhanced--
TKA-MC
Tue Oct 19, 2004 2:02 pm
#8

GREAT POST ROCKHURST!!. I like your idea and I like it's possibilities, it's posts like that that I made this thread. 5 Stars!



Dysinn Rahl (Gorath)
MasterCommando/TKM

"Quiquid latine dictum sit, altum viditur." ("Whatever is said in Latin sounds profound.")
galvatronicus
Tue Oct 19, 2004 2:22 pm
#9






garvin wrote:

I've been thinking along the same line for awhile...but then my thoughts turned instead to the idea of instead of our weapons getting better (which would require multiple purchases...good for a crafter, bad for us) our specials get better...


For example...Get rid of FlameSingle1 and FlameSingle2 and instead have a FlameSingle that gets more powerful the higher up you go in the profession (as in, for every box you take in Commando, you get points or a percentage boost that improves both speed and accuracy of that special)...


Thoughts?




sounds like something we might see in the combat revamp?




_______________________________________________
Chagatai Yesukai - Master Bounty Hunter - Master Carbineer - Sprayshot Advocate
Imperial Sergeant specializing in deadly applications of the DXR6.
_______________________________________________
Being a Bounty Hunter Fighting Jedi
SuperTrando
Tue Oct 19, 2004 6:08 pm
#10

I agree that they shouldn't really tone down our damage, but don't tone down TKA too. This profession just got pretty much balanced (althought people cry nerf for everything about us). I'm a TKM going up Commando and I'm trying to rely more on Commando now, but if you take down TKA then I'll be useless close up like in a DWB situation. Sorry for kind of getting off-topic though.



Bria- Veeron
Test Center- Xanatoz
Starsider- Xanatoz
Rockhurst
Tue Oct 19, 2004 7:03 pm
#11

SuperTrando:


Yes, it's a little off topic, but I thought I"d reply. TKA will need to be balanced. All combat professions will. Take my character. I was a MBH, Pistol 0/0/4/3, and a TKA 0/0/0/4. When I dropped TKA to go M. Pistol, I was amazed how weaker my character was in so many ways. The power of my purely ranged character was so much weaker than my character with melee skills. The point is, a TKM has more accuracy and a lot more in the way of defenses than a MBH which has spent almost twice as much in skill points. That is what will be balanced in the revamp.




Master Bounty Hunter / Master Pistoleer
--Force Enhanced--
Wabit
Tue Oct 19, 2004 8:27 pm
#12






Rockhurst wrote:

-Smugglers can slice one item, however the player can choose 4 items that might receive the slice. Example: If you want a Damage slice, you would pick Damage + 3 other attributes. So, you always have a 25% chance of getting what you want.A +12 pt MasterSmugglercould bereduce this to 3 attributes giving you a 33.3% chance.




huh??? there is no such thing as a +12 smuggler... and if i'm reading this correctly you want to give us even less of a chance for the slice we want... thats not even taking into accout the broad range of the percentage of the slices that we have no control over...


this sounds like an even bigger headache for slicing... i can imagine the new /tell hell this would bring...


also what would the other attributes be for weapons or armor... armor only has 3 stats, the ####/####, effectivity and encoumberance... weapons have a couple more, dam, speed, HAM, accuracy...


also how would weapons not decay to the point where when you get them to their highest lvl's they aren't at a 430/430 condition after repairs??? as a rifleman i could go through a T-21 in like 3 days of playing... my FT's have lasted me far longer than that, but my VK's decay faster that the T21.


Wabit




I can just see a "Wait for the Combat Revamp" and "Wait for the Smuggler Revamp" quote all rolled into one.
"Wait for the Smuggbat Revamp"
Smuggbat, I like that
Rockhurst
Tue Oct 19, 2004 9:04 pm
#13





Wabit wrote:




Rockhurst wrote: -Smugglers can slice one item, however the player can choose 4 items that might receive the slice. Example: If you want a Damage slice, you would pick Damage + 3 other attributes. So, you always have a 25% chance of getting what you want.A +12 pt MasterSmugglercould bereduce this to 3 attributes giving you a 33.3% chance.



huh??? there is no such thing as a +12 smuggler... and if i'm reading this correctly you want to give us even less of a chance for the slice we want... thats not even taking into accout the broad range of the percentage of the slices that we have no control over...


this sounds like an even bigger headache for slicing... i can imagine the new /tell hell this would bring...


This is only an idea...one that's so far from probability that it's hard to even call it a pipedream.Just because there's might not be a +12 smuggler today doesn't mean there couldn't be game mechanics to support it. And the numbers could be changed. A Master smuggler could give a 33% chance and a +12 could give 50% or whatever chance we felt is appropriate. Also, this would be moving the weapon tuning ability further away from smugglers and into the hands of Weaponsmiths and the Players. Even the smuggler community at large doesn't like the fact they are "drug dealers" and "weapon tuners" instead of actual smugglers.


also what would the other attributes be for weapons or armor... armor only has 3 stats, the ####/####, effectivity and encoumberance... weapons have a couple more, dam, speed, HAM, accuracy...


What I listed were only changes I'd make to weapons. I listed most of the attributes, but left out a couple such as damage type.


also how would weapons not decay to the point where when you get them to their highest lvl's they aren't at a 430/430 condition after repairs??? as a rifleman i could go through a T-21 in like 3 days of playing... my FT's have lasted me far longer than that, but my VK's decay faster that the T21.


Obviously, with this idea comes changes to condition/decay.Max condition would need to be raised and/or decay rates (possibly even the circumstances in which decay is applied) would need to change. Say a weapon's normal max condition is now 5k.If you want a great weapon for down the road, you might have your weaponsmith tune (increase) the condition to 7k along with increases todamage, level xp required, HAM costs, etc.









Master Bounty Hunter / Master Pistoleer
--Force Enhanced--
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