Development Cycle Archive
Thread: Great Expectations, Major Schedule Changes and making SWG the finest MMORPG ever
Message Edited by MoxinSarb on 07-17-2004 07:55 PM
- First Skill tree would focus on using the dangerous nightsister lance and taming rancors. This tree would also allow them to craft the Nightsister lance plus with added loot drops they can put poison / disease / fire dots in their weapons much like Jedi can put crystals in thiers. Also by the time this skill tree is mastered the nightsister can train and use up to a level 70 rancor as a pet. Afterthought it would be nice if these could train a full grown rancor so if an ancient bull rancor fits within the level limit they could train it.
- Second Skill Tree would involve using force offensive powers. This could be the same as the Jedi force powers branch. i.e. containing Lightning, choke and weaken.
Profession overview:
- Damage output - Good damage output limited to Kinetic or Electric Damage, augmented bypoison dots and force powers.
- Defensive Abilities - Avoidance Good , Damage Absorbtion Good.
- Noteable Abilities - Can tame an adulthigh level Rancor pet and use offensive force powers.
True Terras Kasi Master - Rename the current TKM's to unarmed specialists and make Terras Kasi an actual end-game profession. This profession would have two skill trees and would be issued special robes to work as armor.
- The first skill tree would focus on unarmed combat and it would come close to the offensive strength as a pre combat revamp TKA. Also with this skill tree the TKA would develope damage avoidance techniques to rival that of a Jedi.
- The second skill tree would focus on the TKA meditative techniques. At the beginning the TKA meditate ability would function much like the current TKA meditative ability but later in the tree a TKA could heal himself with a thought or passively heal wounds / poison / disease while hes doing every day activities like walking or fighting. As an afterthought I would propose offering TKM's great resists versus disease damage through the meditation line.
Profession overview:
- Damage Output - limited to kinetic damage but the damage is quite considerable.
- Defense - Damage Avoidence On par with Jedi, Damage Absorbtion -weak due to no armor but they get toughness.
- Special Abilities - Can use their inner disciplines to heal wounds on the spot, passively heal wounds without meditating at higher levels and the ability to gain innate disease resists.
Mandalorian / Death Watch Mercenary - This profession would be the ultimate ranged warrior. He / She would be masters of all ranged weapons ranging from pistols to heavy weapons. Each of these guys would be give the ability to wear BH / Mandalorian armor that is reasonably lightsaber resistant. They will get the armor much like the current Jedi get their robes, the BH armor will be awarded to the player at the non frs ranks while the Mandalorian will be awardedafter the trials rank. Also they will have the ability to use special traps / gadgets to supply an advantage in combat. Each trap or gadget will have limited charges and it would have to be inserted into the Mercenaries armor in order to use, much like a Jedi has to put crystals in his saber. One thing to note is that these gadgets should be used by a skill button and not clicking on the items. This profession would have 2 skill trees and would be able to master one basic profession.
- First tree would consist of mastering all ranged weaponry. With this skill tree they will get the ability to target all HAM pools with any weapon they desire plus they will have the ability to inflict any state with certain weapons. On an afterthought they will get the ability to use any BH and Commando special such as Lightning cone or flame cone but with greater accuracy.
- Second tree will involve using and making gadgets. Gadgets could include grappling hooks to prevent a player from fleeing for 10 seconds, mini-missiles that cause AOE damage or a special Jetpack with limited charges that would allow the Mercenary to run at force run2 speed for a limited duration.
Profession overview:
Damage Output - Has access to all the damage types the game has to offer except Lightsaber. Damage output varies per weapon but nobody can match this guy for pure ranged skill.
Defense - Damage Avoidance - Good, Damage Absorbtion - Good if wearing Mandalorian.
Special Abilities - Can use charged use gadgets and is one of the few professions that can resist Lightsaber Damage.
Morgukai warriors - this was an ancient sect of warriors that specialised in melee weaponry. Through intense mental exercises they were resistant to Jedi force powers and some were even known to use cortosis weapons and armor in battle. This profession would be much like the mandalorian when it came to weaponry but their power would be with melee weaponry. This profession would include 2 trees with the ability to master one basic profession.
- The first tree would focus on all melee weaponry. They would have the ability to target all HAM pools with any melee weapon and have access to all the state attacks.
- The second skill tree would involve force defense, the ability to craft special armor ( maybe RIS ) and melee defensive skills that work with all weapons. Now this profession wouldnt be able to avoid damage like the Jedi or TKM but they have the ability to take a beating like none other.
Profession Overview:
Damage Output - Awesome, has access to all melee weaponry in the game with the exception of the Lightsaber. Matchless in his weaponspeed and accuracy proficiency.
Defense - Damage Avoidance - weak, Damage Absorbtion - Awesome.
Special Abilities - Resistant to force Powers and can use armor made of cortosis to resist Lightsaber Damage.
Black Sun Operative - The black sun is an elite crime organization that ran everything much like the mafia is said to do today. In any such organization there will always be a need for people to do unpleasant jobs and this is the Operatives job to do. This profession will be two skill trees with the option to master a third basic profession.
- The first tree would involve combat skills and defense. This profession would be quick damage and damage avoidance. Also to note they should have a special attack for themselves that would vastly increase the chance of wounding per attack used. Also through this tree they would get innate poison resist mods.
- The second tree would involve stealth skills through this tree the Operative will be able to craft sound dampening and stealth generators so that they can sneak up on opponents unaware. i.e. can be seen on the screen but not on the radar. They will also be given the ability to disguise themselves to avoid detection. i.e. appear to be something they are not. Or throw down a smoke grenade in order to make a hasty retreat.
Profession overview:
Damage - Limited too 1handed weaponry such as vibroblades and rifles. Damage output for this profession is high especially with the fact of them being able to inflict wounds so easily.
Defense - Damage Avoidance - good, Damage Absorbtion - weak. These guys dont wear any armor for stealth purposes.
Special Abilities - Ability to inflict mortal wounds and the ability to stay off of radar. Also if a situation is too hot for them they can pop a smoke grenade to get out of sight and escape. Resistant to poison.
Imperial Royal Guard - Each of these guards were the elite of the elite when it came to the empires warriors and they were all hand picked by the emporer. Each of these Pikeman are given the ability to use the deadly force pike and they wear the Imperial Royal Guard Armor. I dont know much about the force pike but I dont think I would be going out too much on the limb to think that they are much like a lightsaber in deadliness. This profession would have two trees.
- The first would involve crafting and fighting with the force pike which is a special pike weapon that uses Lightsaber damage as a damage type and is heavy armor piercing.
- The second defense tree would involve the royal guards defensive abilities. These would be able to take damage much like a Morgukai warrior but would also be able to avoid quite a bit of damage also.
Profession Overview:
- Damage Output - Awesome these guys use the same damage type as Jedi but their pikes are AR3 instead of 2 for sabers.
- Defense - Damage Avoidance - Good, Damage Absorbtion - Good.
- Special Abilities - Besides special attacks none, unless these guys were somewhat trained in the force.
Now how would each of these professions lower the amount of Jedi? Its quite simple everyone will be given the option to strive towards different end-game professions with their own strengths and weaknesses. Now each of these professions would have the same xp requirement as Jedi and suffer the same death penalty as Jedi but they wont be content for Bounty Hunters unless they get an option to hunt high ranking faction members in the future.
Another way to lower the Jedi population is that once these professions come out the current Jedi can each be given the choice to convert to the profession of their choice since they have already unlocked and done the long grind for a1 for 1 box transfer.
Please tell me what you think and if you have any ideas on other professions respond below.
Eldrikk wrote:
As I see it the reason why so many people insist on going through the hologrind in order to become Jedi is that there is no other long term goal in the game besides leveling Jedi.
I used to play everquest where all the professions took time to master and even when you maxed out your character there was always good loot to look forward to gaining in the future. Now in SWG this game is based upon quick leveling professions and a crafter based economy. While a crafter based economy is nice for newly started people its dreadfull for those that have been around for quite a while since its possible to get every item the game has to offer in a period of weeks.
What I propose is that the dev's should implement 2 things. The first idea is to implement more end-game professions and the second idea is too implement a raid like system for better loot. Now this loot should be good in its own right but nothing that would make crafters go bankrupt since they cant compete.
Below are a list of end-game professions, each of these professions could have a different quest in order to unlock much like the Jedi quest coming next publish.
Nightsister Initiate / Singing Mountain Clan initiate - These would be available to female characters. This profession would have 2 skill trees for it and enough left over for the person to master 1 basic profession.
- First Skill tree would focus on using the dangerous nightsister lance and taming rancors. This tree would also allow them to craft the Nightsister lance plus with added loot drops they can put poison / disease / fire dots in their weapons much like Jedi can put crystals in thiers. Also by the time this skill tree is mastered the nightsister can train and use up to a level 70 rancor as a pet. Afterthought it would be nice if these could train a full grown rancor so if an ancient bull rancor fits within the level limit they could train it.
- Second Skill Tree would involve using force offensive powers. This could be the same as the Jedi force powers branch. i.e. containing Lightning, choke and weaken.
Profession overview:
- Damage output - Good damage output limited to Kinetic or Electric Damage, augmented bypoison dots and force powers.
- Defensive Abilities - Avoidance Good , Damage Absorbtion Good.
- Noteable Abilities - Can tame an adulthigh level Rancor pet and use offensive force powers.
True Terras Kasi Master - Rename the current TKM's to unarmed specialists and make Terras Kasi an actual end-game profession. This profession would have two skill trees and would be issued special robes to work as armor.
- The first skill tree would focus on unarmed combat and it would come close to the offensive strength as a pre combat revamp TKA. Also with this skill tree the TKA would develope damage avoidance techniques to rival that of a Jedi.
- The second skill tree would focus on the TKA meditative techniques. At the beginning the TKA meditate ability would function much like the current TKA meditative ability but later in the tree a TKA could heal himself with a thought or passively heal wounds / poison / disease while hes doing every day activities like walking or fighting. As an afterthought I would propose offering TKM's great resists versus disease damage through the meditation line.
Profession overview:
- Damage Output - limited to kinetic damage but the damage is quite considerable.
- Defense - Damage Avoidence On par with Jedi, Damage Absorbtion -weak due to no armor but they get toughness.
- Special Abilities - Can use their inner disciplines to heal wounds on the spot, passively heal wounds without meditating at higher levels and the ability to gain innate disease resists.
Mandalorian / Death Watch Mercenary - This profession would be the ultimate ranged warrior. He / She would be masters of all ranged weapons ranging from pistols to heavy weapons. Each of these guys would be give the ability to wear BH / Mandalorian armor that is reasonably lightsaber resistant. They will get the armor much like the current Jedi get their robes, the BH armor will be awarded to the player at the non frs ranks while the Mandalorian will be awardedafter the trials rank. Also they will have the ability to use special traps / gadgets to supply an advantage in combat. Each trap or gadget will have limited charges and it would have to be inserted into the Mercenaries armor in order to use, much like a Jedi has to put crystals in his saber. One thing to note is that these gadgets should be used by a skill button and not clicking on the items. This profession would have 2 skill trees and would be able to master one basic profession.
- First tree would consist of mastering all ranged weaponry. With this skill tree they will get the ability to target all HAM pools with any weapon they desire plus they will have the ability to inflict any state with certain weapons. On an afterthought they will get the ability to use any BH and Commando special such as Lightning cone or flame cone but with greater accuracy.
- Second tree will involve using and making gadgets. Gadgets could include grappling hooks to prevent a player from fleeing for 10 seconds, mini-missiles that cause AOE damage or a special Jetpack with limited charges that would allow the Mercenary to run at force run2 speed for a limited duration.
Profession overview:
Damage Output - Has access to all the damage types the game has to offer except Lightsaber. Damage output varies per weapon but nobody can match this guy for pure ranged skill.
Defense - Damage Avoidance - Good, Damage Absorbtion - Good if wearing Mandalorian.
Special Abilities - Can use charged use gadgets and is one of the few professions that can resist Lightsaber Damage.
Morgukai warriors - this was an ancient sect of warriors that specialised in melee weaponry. Through intense mental exercises they were resistant to Jedi force powers and some were even known to use cortosis weapons and armor in battle. This profession would be much like the mandalorian when it came to weaponry but their power would be with melee weaponry. This profession would include 2 trees with the ability to master one basic profession.
- The first tree would focus on all melee weaponry. They would have the ability to target all HAM pools with any melee weapon and have access to all the state attacks.
- The second skill tree would involve force defense, the ability to craft special armor ( maybe RIS ) and melee defensive skills that work with all weapons. Now this profession wouldnt be able to avoid damage like the Jedi or TKM but they have the ability to take a beating like none other.
Profession Overview:
Damage Output - Awesome, has access to all melee weaponry in the game with the exception of the Lightsaber. Matchless in his weaponspeed and accuracy proficiency.
Defense - Damage Avoidance - weak, Damage Absorbtion - Awesome.
Special Abilities - Resistant to force Powers and can use armor made of cortosis to resist Lightsaber Damage.
Black Sun Operative - The black sun is an elite crime organization that ran everything much like the mafia is said to do today. In any such organization there will always be a need for people to do unpleasant jobs and this is the Operatives job to do. This profession will be two skill trees with the option to master a third basic profession.
- The first tree would involve combat skills and defense. This profession would be quick damage and damage avoidance. Also to note they should have a special attack for themselves that would vastly increase the chance of wounding per attack used. Also through this tree they would get innate poison resist mods.
- The second tree would involve stealth skills through this tree the Operative will be able to craft sound dampening and stealth generators so that they can sneak up on opponents unaware. i.e. can be seen on the screen but not on the radar. They will also be given the ability to disguise themselves to avoid detection. i.e. appear to be something they are not. Or throw down a smoke grenade in order to make a hasty retreat.
Profession overview:
Damage - Limited too 1handed weaponry such as vibroblades and rifles. Damage output for this profession is high especially with the fact of them being able to inflict wounds so easily.
Defense - Damage Avoidance - good, Damage Absorbtion - weak. These guys dont wear any armor for stealth purposes.
Special Abilities - Ability to inflict mortal wounds and the ability to stay off of radar. Also if a situation is too hot for them they can pop a smoke grenade to get out of sight and escape. Resistant to poison.
Imperial Royal Guard - Each of these guards were the elite of the elite when it came to the empires warriors and they were all hand picked by the emporer. Each of these Pikeman are given the ability to use the deadly force pike and they wear the Imperial Royal Guard Armor. I dont know much about the force pike but I dont think I would be going out too much on the limb to think that they are much like a lightsaber in deadliness. This profession would have two trees.
- The first would involve crafting and fighting with the force pike which is a special pike weapon that uses Lightsaber damage as a damage type and is heavy armor piercing.
- The second defense tree would involve the royal guards defensive abilities. These would be able to take damage much like a Morgukai warrior but would also be able to avoid quite a bit of damage also.
Profession Overview:
- Damage Output - Awesome these guys use the same damage type as Jedi but their pikes are AR3 instead of 2 for sabers.
- Defense - Damage Avoidance - Good, Damage Absorbtion - Good.
- Special Abilities - Besides special attacks none, unless these guys were somewhat trained in the force.
Now how would each of these professions lower the amount of Jedi? Its quite simple everyone will be given the option to strive towards different end-game professions with their own strengths and weaknesses. Now each of these professions would have the same xp requirement as Jedi and suffer the same death penalty as Jedi but they wont be content for Bounty Hunters unless they get an option to hunt high ranking faction members in the future.
Another way to lower the Jedi population is that once these professions come out the current Jedi can each be given the choice to convert to the profession of their choice since they have already unlocked and done the long grind for a1 for 1 box transfer.
Please tell me what you think and if you have any ideas on other professions respond below.
I second that
Ewoksean wrote:
Eldrikk wrote:
As I see it the reason why so many people insist on going through the hologrind in order to become Jedi is that there is no other long term goal in the game besides leveling Jedi.
.
Nightsister Initiate / Singing Mountain Clan initiate -
True Terras Kasi Master - .
Mandalorian / Death Watch Mercenary -
Morgukai warriors -
Black Sun Operative -
Imperial Royal Guard -
This is the best idea Ive ever seen.
Sneakysmuggler wrote:
What do you mean the devs are doing a good job!?!This game has just gotten worse over the last 6 months!!
Let's see: Bounty Hunter fixes including a near game-breaker involving using shuttles while on a Hunt.
Droid Engineer updates that are close to making it a viable profession again.
Image Designer updates, not super-important to some, but give people a reason to become one.
Combat Medic fixes that have been needed for a year now.
Plus others I'm sure I'm forgetting.....
I'm not happy that the CB is being delayed yet again. I really truly believe that it should have come first.
The old method to unlocking Jedi was as screwed up and game-breaking as it could get. GCW sucks. PvP sucks.
Can I wait until it gets better? Absolutely.
I suppose I'm just a little more patient than others. I've seen enough positive changes
to keep going. It'll get there, just going to take some more time. Don't like it? Spend your
monthly subscriber charges somewhere else, just that easy.
At least TH has finally come out and admitted that they're stretched too thin to do what they want to do.
/cheers