Development Cycle Archive
Thread: IC 1-12: Combat Roles; Rifleman
Way to take me out of context Xytroncore, your the one who wants this to be like real life not me.
If I wanted real life combat I'd go a block south of myold apartmentto 31'st and Halsted at around 1:00 AM. Thanks, butI prefer the game to real life.
Omewiew wrote:
***Line Of Sight****
Rifleman should be able to use the enviorment around him as cover. As long as he can see the target he should be able to shoot the target, provided he is in range. It will be nice to see players shoot from bunkers, behind rocks or using a the side of a house as cover. Also it would help if we were on top of a hill and could see the enemy over a wall, be able to shoot at the enimey.
Skill : A Rifleman should be able to cover people, at novice rifleman a skill with a better affect than Suppression Fire should be gained to drop enemies down.
Distance : I would like to see the distance for maximum damaged increased, since 100m seems to be a universal limit 90m to 100m should be maximum damage, I would like a little farther than that but 100m will do, a blaster shouldn't be able to hit me when I'm at sniping range.
Damage : give us a little more damage, The T21 doesnt really cut it for what a rifle should do, one shot kills and all; well one shot won't happen but I would have much rathered a slower speed per shot for much much higher damage.
Drain : Although I haven't yet had a problem with it, I've heard some concerns about mind drain when using a rifle, and yes some T21 can take 100+ mind points to use and do as low as 100- mind points in damage, 100 for 100 seems like a recipe for disaster.
Fishtank wrote:
In terms of us being able to do damageat close range with a different rifle...why should we have it all? we spend the sameskill points as a melee class...what do they have for long range?I think we should be focused on long range combat and get smoked when someone gets in under 10m. We should be able to defend ourselves at 10m-30m and excel at everything over 40m. But under 10 we should be toast. There are plenty of other skill points to devote to mastering another meleeproffession or pistols or whatever.
What defines theRiflemanrole in combat?
What basic combat elements should they possess?
As currently stated before, they start out as basic infantry men when novice, but evolve into the long rage sniper and heavy gunner. I dont believe noice rifleman should should assume the role as the "common infantry soldier" at any time because "Rifleman is a advanced profession.The "common infantry soldier"roleshould be assumed by played by those whom chose to become master marksmanto save points topick up other non combat professions. Master Marksman are infantry with Rifles and Machine guns and a backup pistol as their backup sidearm.
To this end, the Rifleman, being and advanced profession is for those peoplewho become exceptional with a rifle and inthe military, those people are put in the snipertraining program and NOT in the machine gunner or heavy gunner programs.
Clearly the Riflemanis a person working towardsbecoming a master sniper and should be reorientated to reflect that. The talk of heavy gunner and suppresion fire is unquestionably more related tothe carbine, who is the sub-machine gun carringcousin to the machine gun carrying heavy gunner.
What offensive abilities?
The Riflman needs to have the hightest possible amount of damageoutput per shot to emulate the real world concept of "1 shot, 1kill) To accomplish this, the riffleman needs to be the slowest possible firing class in game. Currenty the riflemans mans weapons fire at a acceptionally fast speed. The Riflemansdamage per shot should be higher that any weapon in the star. People should suffer more damage from a shot to the head than being electricuted by a bounty hunter orengulfed in flames by a commando.Even rocket launcher are not intended to be fired at individuals, butvehicles, so when they are it is blast damage thatthe target should suffer which should be less than theStarwars equivilant of a bullet to the head. So,like everyone who wants the profession they play to be the most powerful,why am I different, because I suggest the drawback/balance of having the most powerful shot in the game is the the riflemans firespeed should be well above 10 or 15, as well as, ungodly penalties forfireing at targets on the move.
What defensive abilities?
If we are snipers, fire in prone possition,and we fire 1 shot every 10-15 seconds, lets us hide our red dot on the radar.
What unique abilities?
(conceptual idea, nothing I am passionate about like above) As snipers let us target specific parts of the body. Depending on the corrasponding Ham bar, bleed that bar. How about a shot that targets a part of the body and the corrisponding piece of armor takes signifigant damages.
Should add what advantage or asset in group combat?
Let us snipe unseen from far away. Since we are not close to the enemy like our mid range carbineer cousins, our short rangepistoleer cousins, and our close range melee cousins, we should not be able to wear full sets of composite armor without additional penalties to that which is already in place. It is unrealistic for a sniper to fight hiden or concealed in composite armor.
How could/should they interact with other professions?
As my views previously stated, I logially think Riflman/Snipers should be able to conceal themselves while wearing armor. This would mean there are possible dependencies that could be created with the tailor rather than with an armorsmith. Heck, the tailor could use it
What interaction / dependencies should exist with other combatants?
The relationship should be we are extremely vulnerable to all melee, close, and medium range combat in exchange for our abilities to actually conceal our selfs and actually snipe things. The riflman are the commando and bounty hunter killers. Commandos and bounty hunters are the everything else killers. Rifleman/Snipers are experts in the open field, carbineers (submachinegunners) and pistoleers dominate in urban/city environments, and the melee classes dominate in closed environments like buldings, hallways, and rooms.
What should be their unique role in the Galactic Civil War?
The no armor wearing,hiding/concealing, will die in one hit, "One shot one kill", highest damageoutput per shot, and slowest firing guys/gals in the game.
There is just no logical reseaon that a shot to the head would kill someone slower than setting them on fire or electricuting them
Ok I have thought on this and did some research. People have brought up that rifleman are machine gunners and sniper. When I here machine gunner I think of a guy with a 50 caliber machine gun holding a position with supperation fire. When I hear sniper I think of a lone person with a high caliber single shot rifle with a powerful scope adjusted to give max accaurcy at max range. As you notice the weapons I speak of are two different things.
1. What defines a rifleman in combat?
I think of a rifleman as a sniper. He looks for leaders and other trouble makers from concealment and cover. ( There is a difference between cover and concealment. ) A rifleman then takes the target out.
2. What basic combat elements should they possess?
The rifleman needs to have a good rifle, the ability to find cover, and capability to conceal them selfs from detection. Rifleman also need to move with stealth.
3. What offensive abilities?
The rifleman needs the ablity to do great amount of damage in a short amount of time. Reason for this is time is the enemy for a sniper. It allows an enemy to find and take out the sniper.
4. What defensive abilities?
The rifleman need the ability to find cover and consealment. Cover is how much of you is out in the open. Consealment is how well you blend in with your enviroment. These are need as cover makes it harder to hit and consealment makes you harder to see.( reduction in damage taken and reduction to hit)
5. What unique abilities?
The riflman ( sniper ) usually hit the head or heart of the victim. The ability to not show up on radar if covered and concealed. Plus not automatically be targeted on the first shot.
6. Should add what abilities or asset in a group combat?
With the above the sniper can help take down key personal in group combat.
7. How could/should they interact with other professions?
The rifleman would need the weaponsmith and rangers plus the other support classes. weaponsmiths for good rifles, ranger for the camo that they make. The other support class are just as easy to figure out.
8. What interaction / dependencies should exist with other combatants?
This is already covered with the above.
9. What should be thier unique role in the Galactic Civil War?
The same role snipers in past wars to take out key personnel.
As you can see I do not see the rifleman as a mechine gunner that should be left to the cabineers. Marksman is your grunt range and brawler is you grunt close combat. Those two skills togetherwould equal the average soldier in any army. Give the cabineer the counter sniper abilitys and give rifleman the ability to use the ranger camo skill ( not the ability to make the camo).
I know alot of the above abilities are in the riflemans profession. I just gave my apinion and how I saw the class.
thank you
Snowloc