Commando Archive
Thread: Attn Garvin: Possible E-Web implementation idea using existing game system design
Posted this under another thread, but felt it should get it's own.
E-Web heavy repeater blaster: How to implement it without unbalancing the game and using existing system in game.
Looked at the Ceature Handler Profession for the idea and inspiration.
Weapon stats:
100/100 vitality
8k HAM. Not a standard bar (ie turrets.)
Spd: 0.5 spd
Chance to hit: 0.20
Damage: 80 - 340
Blast
H/A/M usage: 40/60/80
AR:0
AP:0
Resist 30% to all.
No permadeath: Vitality loss. Known as weapon degrade. Reduces weapon damage. Every incap/knock of the weapon, it loses 5% vitality. 2 knockdowns will degrade the weapon to next lower step. Can repair vitality with e-web repair kit (aka Pet vitality packs). Repairing a 90/100 weapon will bring it back to 99/99. In two more Knockdown/incap, the weapon would be into the 90% effectiveness range already.
Wounds: weapon will take on wounds. Mind wound/cooling wounds would require commando skill /fieldstrip at cost of mind to commando. Very similar to CH, using /trick on pets. H and A wounds would require "food" like CH pets. Use existing smuggler spice, Droid lubricant instead, to fix those.
Range mitigation: Weapon damage is affected. Melee fighter would have a tough time against charging machine gun nests. Melee class would be the only ones affected. CM can still take out the commando controlling it.
8K Ham explaination: Commando can knock out this weapon in 1.5 hits with /flamesingle2 or one good Rocket Launcher hit. Rifleman, can knock it down in about 4 hits. This provide a delicate goal in any GCW skirmish to take out the machine gun nest first. Because if it doesn't get knocked out, the e-web will suppress the whole battlefield.
HAM cost to weapon: Mind bar acts like a temperature bar. The usage is to have less Health loss, moderate action loss, and big mind loss. This also allows the snipers (rifleman) to take out (knockdown/incap) the gun faster. Give Carbineer good chance to take out the gun, and makes life tough for pistoleer. (Kinda hard to be charging a machine gun nest with a pistol…)
Healing: Use pet stims. Just rename them E-web repair.
Status effects: Weapon has 0.2 chance of posture down. 0.3 chance of dizzy. 0.5 chance of stun. No effects can be placed on the gun except for Flame DOT, and bleed. Mind bleed is like coolant bleed.
Attack: Use the CH range attack only mode. Make the weapon to be in kneeling state. This forces the weapon to not fire when enemy gets too close, and requiring the user to switch to hand held weapons. This gives melee class a big chance when they get real close, after making the run from range.
Movement: None. With the Kneeling state equivalent, gun can't go anywhere.
Usage. Calling the e-web/equiping the e-web is like calling a CH pet. 15 second restriction, and canceled by combat. If using camps, instant deployment. This forces the commando to leave the battle to deploy. But also gives enemy a chance to prevent commando from deploying such weapon.
Also, knockdown/incapped e-web can be stored after x time after combat. Same as CH pets.
Challenge level. Implement similar system to the e-web. This awards the Master Commando with better class weapon, and attacks vs novice commando.
Manufacturing. Weapon Smith would make a deed for the gun. Similar to Bio-pet deeds
Datapad: Weapon would be called from here to be used. Can hold only 3 e-web for deployment rotation.
Control pad: Implement a control pad/box that the user/Commando must have equipped inorder for the e-web to function. If, at anytime, user/Commando switch to handheld weapon, implement something to /follow command stop the weapon from engaging/attacking the target.
Commands to the weapon (pet): Use same system as CH pets. Either use verbal or /tellpet xxxx command. Use to have weapon change target or implement different attack types.
May have to implement vehicle mount type command where the user/Commando can't directly attack or respond to attack. This is to prevent double damage dealer, like in case of CH with pistol/rifle/etc.
Anyway, it's an idea. I think it's a pretty good balance.
Man, that is a well thought out weapon there.
I agree with that, and it makes a ton of sense too.
Its a good write up, but i dont like it.
Anything that forces you to stand still in combat (KD, throwing grenade etc) is gonna make you dead real quick.
If they give us an E-Web that needs to be set up on a tripod and is a fixed weapon emplacement, i wont use it. It will be a deathtrap.
I'd prefer a lighter version of the E-Web; hand held for manouvreability with the power generator worn as a backpack.
But if it were to be implemented in this form, it would go down even faster than a commando!
A 2.0 chance to hit, a mere 8000 HAM, and a paltry 80-340 dmg is nothing vs. the firepower other combat classes have with which to fight it. Give it both AP and AR 0, and forget about it. I don't think anyone in their right minds would ever use it.
Make it a lot stronger and it might be worth it . . .
I'd prefer "automated mini turrets" like the ones used in KOTOR. Set them up and forget, would be like calling a pet and only commando could use. 1 bar (like the real turrets and lairs) 10kbar, Blast Vulnerable 20% resists everything else and AR0, AP1 energy electricor flamer turret. You get 3 types with this, a long range single targetenergy (70m) which most people have resists against (even bone armor resists energy) a medium range electricity (50m) which composite REALLY resists, maybe add a stun/blind effectand put the AOE attack on this,and the flamethrower turret with 25m range and flamecone2 specials (the fire dot is questionable on this, I'd say keep it off).
Only diffrences between this and your E-web is this isn't repairable, nor can status effects (bleed or fire) hurt it. And it perma dies (buy a bundle of 5, set them up around the battlefield, can't recall them after they are placed). Its completely drop and forget, and they choose and fire on their own target with an aoe attack which is about 50-200 damage and speed of 1. Since it isn't a player it will do full damage (no pvp restrictions) which unbuffed players can survive against for at least a little time.
Just like placing a deed, takes up the same space as a minefield. Anything aggressive to the commando gets shot at by the turret upon entering range, and acts like a declared player that refuses to move (only opposing faction members can attack it)
But I'd prefer an assult rifle.