Development Cycle Archive

Thread: In Concept: One Sentence Combat Change Requests

ossireese
Fri Jul 16, 2004 10:24 am
#118

Make stim's heal mind and you solved 90% of the problems



ossi








Apology accepted captain Needa­..
Blu_Haze
Fri Jul 16, 2004 10:24 am
#119

Make all armor more specialised and useful in combat.


(i.e. composite should have less protection and way more vulnerabilities, also giving other armors like padded, tantel, chitin, etc better resists more geared toward a certain style of combat. The only "noob" armor should be bone, and the rest should be a viable choice for a certain style of combat).



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Latent
Fri Jul 16, 2004 10:24 am
#120

Fix the Jedi/BH TEF system: make it so groups are not involved, and the BH's lose their TEF upon mission completion.





Latent Sagre - nWo
Nauri - Jedi Knight - nWo

"That's fine. I /stole you last month. So technically the women of Bloodfin own nWo." -Keesa
JCatano
Fri Jul 16, 2004 10:24 am
#121

Also...


Everyone is going to hate this, but:


Do not allow stims to heal the mind if you're thinking of doing so.....


(No, I am not a CM)
Mattt
Fri Jul 16, 2004 10:25 am
#122

Allow mind damage to be more easily healable.


(And make the combat revamp come out before the second Jedi revamp )



Mattt
Taewyn
Fri Jul 16, 2004 10:25 am
#123



75% PvP reduc on poisons.....


Lower Hard cap on armor...60-70% for non-special resists...(how the base resists can be higher then the special protections is absurd)...


Give Ranged users a comparable amount of defense to meelee users.....And balance them out in both defense *AND* in offense...pistoleers/Carbineers need a damage increase...


Remove CoB (center of being)....After the defense increase+Armor there is *no* reason for this ability, other then to unbalance combat..



Message Edited by Taewyn on 07-16-2004 12:30 PM




Taewyn Alsan Lt Colonel in service of the Empire


Taewyn and Oqua's "As you like it" Armor and Clothing store. On Naboo, right outside of Kaadara Location: +5729 +6376.


ottovoiss
Fri Jul 16, 2004 10:25 am
#124

Guns should be more deadly then swords , swords should be more deadly then fists



take care and control
Thrasia
Fri Jul 16, 2004 10:26 am
#125

Give Doctors an area Poison and Disease cure ability.



___________________________
Thrasia
ResourceMonkey
Fri Jul 16, 2004 10:26 am
#126

Allow healing to happen when a stim is clicked and not put it into the combat que.




FRUGA HAS LEFT THE GALAXY - Good luck all, I'm done with this game - Account Closed 9/10/2004
with a two month visit again from 6/05-7/05


Upon launch of JTL - An Empire Deserted (no one on planet) Coming in 2005! "Star Wars Galaxies: The Jedi Empire"
bmeenan
Fri Jul 16, 2004 10:27 am
#127

Make Jedi hide




______________________
Rayner of the Naboo
Captain of the Abydos Sky
Chilastra Galaxy
generelz
Fri Jul 16, 2004 10:27 am
#128



ElitrosFF wrote:
75% PvP reduction on CM poisons/diseases




Make a doctor craftable innoculation that adds resistance to poison/disease damage for a certain period of time or number of times a poison/disease is contracted, much like synthsteak does.

Somehow (I don't care whether through stims or an armor nerf or something) remove the emphasis on mind damage that has plagued PvP for 7 months+. Right now people must have fencer (for stun/mind damage) or rifleman (for stun/mind damage) or combat medic (stupid powerful mind poison/disease) skills to be viable in PvP.



Onic
Architect
Keeping The Covenant
Come visit my vendor at 3439 -3158 in the New Hope Mall on Dantooine
Rubicon49BC
Fri Jul 16, 2004 10:27 am
#129

remove melee and ranged mitigation FROMPvP ONLY




Colonel Malachon Draco, Imperial Army
Commander of The Imperial Order
Starsider
MysticalSierra
Fri Jul 16, 2004 10:27 am
#130






KenjiTokugawa wrote:

Make ranged weapons speed cap at different levels (i.e. pistols=fastest, carbines=medium, rifles=slow)







Have you ever shot a pistol? they are much slower than assualt riflea


should be carbine (assualt rifle of SWG)= fast pistol = medium rifle = slow

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