Commando Archive
Thread: Commando Concept
A very good proposal and I supportmost of it.
I question the whole aspect of a commando not being efficient at solo combat though. Seems that all the training in marksman and unarmed should have some direct impact on the weapons available to commando (not just pistol specials for LP.)
Overall very well thought out and an excellent proposal. I do hope a Dev will read and take notes.
Commando Concept Proposal
Traditionally commando's are not ‘heavy weapon specialists’. They are extremely highly trained soldiers – aka super grunts. One definition of "commando" is 'A small fighting force specially trained for making quick destructive raids against enemy-held areas, or a member of such a force.'
As a former Marine infantryman I'm not quite sure what they mean by Commando in SWG. It is my experience that Heavy Weapons specialists are just that, they specialize in ONE heavy weapon, for instance Marines have an infantry classification of 0351 – they specialize in Rocket, they learn that in Infantry school and that is what they do. Flame throwers are illegal due to the Geneva conventions (But in game they are SOooo much fun!). Reading people's post it looks like people are confusing Commando's with Combat Engineers in some cases. But this post is not to compare them. This is a new concept for commando's, to put some idea's on the table.
Commando's are elite troops that used to raid, to operate behind enemy lines on various missions and to lead the way for regular forces. Designed to operate in small groups they rely on stealth. Alone, they are quickly overrun and destroyed. Their strength lies in hit and run tactics. See Marine Recon, Army Special Forces, Navy Seals, Army Rangers, Marine SOC units, FAST company, SAS, Spetznas, British Royal Marines, the list goes on. To this end here is a suggestion to be considered and improved upon.
The 4 skill trees of commando are:
Infiltration: Skills include the ability to 'fool' faction scanners and player radar. The higher the skill box, the better the chance of deception and the longer the duration. More powerful abilities are gained at higher levels (ie at 1-covert's are not revealed by faction scanners, 2-coverts appear as friendly overts, etc.) Optionally, Box1-appears neutral on radar. Box2-appears friendly on radar, Box4-appears friendly on radar, Box4-appears friendly overt. Perhaps as a Master the commando does not appear at ALL on a player’s radar.
Additionally, depending on level, the player 'appears' to opposing faction members as an opposing member. Ie, a rebel commando infiltrating an Imperial facility appears to be an Imperial faction member. If the commando is so 'disguised' they can still be attacked by opposing faction. For example, Jeb the Reb is infiltrating an Imperial Base, Egon the Imp (who has fought Jeb previously and knows Jeb's REAL faction) can instantly attack Jeb, revealing him to everyone. Infiltrators might APPEAR to be friendly but they can be attacked if detected or identified. This will allow for scouts, infiltrators, etc. This would make the commando very integral to the GCW, both PvE and PvP. Possibly the Commando will need to make components (Ghillie suit) or must create and wear fake armor (appears to be enemy BUT give no protection). To use these abilities a commando MUST be overt. This makes a lot of sense to me since commando’s are military troops and are most likely involved in the GCW anyways.
Heavy Weapons: Here are the Grenades and Launchers. Merging the two existing commando branches. Grenades should have special effects like Blind, knockdown, dizzy, etc. It really does not take much to throw a grenade. A pro is also a LOT less likely to hurt him/herself doing so either. I think grenades should be more common, just Commando’s are deadly accurate and very quick with them. Rockets can be a little different. Different anti-tank weapons have different characteristics. This could also include the flame thrower and heavy acid rifle along with specials.
Advanced Weapons Training: Special attacks with regular weapons, similiar to other branches but not near as powerful. These attacks like Knockdown1 and Overchargeshot3, Concealshot, (usable by pistols, carbines and rifles). To maintain balance these must NOT be as powerful as Rifleman, Pistoleer, etc. Just enough to make regular weapons useful to a commando. Or focus on the Carbine. Traditionally the Carbine is more suitable for urban warfare and close quarter fighting. Most storm troopers were equiped with Carbines. Special, commando specific weapons should be here. Commando’s should also be able to use just about any weapon in existance, maybe not as good as a master, but definitely better than your average joe.
Battlefield Tactics: Disarming Minefields, Terrain Negotiation, Flame throwers, Ranged Defense, ability to take cover and concealment etc. Damage Mitigation (melee and ranged), this should also include a few unarmed combat moves to justify unarmed combat. Body slam for instance.
REVIEW
Infiltration would give Commando's the ability to 'get close' to the enemy where their flamers work. Individually Commando's would be dangerous. In a group they would be excellent scouts with the ability to 'come out of the wood work in the middle of an attack. They would be extremely dangerous up close but against a dedicated rifleman, pistoleer, bounty hunter, etc. they would have a rough time because they don't have the high end specials of the other proffessions.
They would rely on other professions to make weapons, heal damage and reinforce. Other combat professions could definitely be the main force and commando’s would use their stealth to strike the enemy when they least suspect it. Not as offensive as the bounty hunter, they should still be able to hold their own.
They could continue to be anti-tank and demo but then perhaps another profession of "Combat Engineer" should be investigated.
Thank you for reading my 2 cents.
Warcat
Rebel Captain
Master Commando/Master TKA
Independant Guerrilla Operations Command
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