Development Cycle Archive
Thread: In-Concept Open Discussion (7-5-04)
In one you have to find a group of pirates and kill them, then talk to their leader and help resque his friend - again cool idea, better than just find mob and kill
Will it not be a bit hard to kill to the pirat leader after you have killed them all.............? ![]()
Not to talk about how hostile he would be after you killed him and his men. ![]()
In one you have to find a group of pirates and kill them, then talk to their leader and help resque his friend - again cool idea, better than just find mob and kill
Will it not be a bit hard totalk to the pirat leader after you have killed them all.............? ![]()
Not to talk about how hostile he would be after you killed him and his men. ![]()
- MASTER SCOUT
Why scout? It is an excellent skillpoint sink which we need to keep our profession to be dabbled in by anyone and everyone. The terrain negotiation is nice and we will make actual use of the other trees in scout later on
- MASTERY OF ANY ELITE COMBAT PROFESSION
This is the big change. It is what gives the new bounty hunter a identity and frees us from the "cookie-cutter" template syndrome. It opens the possibity of melee Master Bounty Hunters, something that is still unachievable even with the lower skillpoint requirement being suggested. This is what gives us our freedom, yet still be bounty hunters. Greenmarine is currently working on THIS EXACT CHANGE for smugglers. Once he has it worked out for them, we can use it in our own revamp.
BOUNTY HUNTER SKILL TREES:
The skill trees are almost be completely new. All weapons line have been removed from the skill trees. In their place are skills used in tracking and apprehending marks. What makes a Bounty Hunter different than some guy with a gun.
INVESTIGATION:
- This tree basically remains untouched from how it is now. Requires Bounty Hunter experience, gives us our ability to track marks using droids.
TRACKING:
- Copiedand almostidentical to the tracking tree in ranger. Requires Scouting experience. It is different from the Ranger tracking tree by not granting +creature harvest bonuses and only grants increasing levels of areatrack for humanoids only, animal tracking is never available.
- Tracking 1: NPCs. Bounty Hunter is given the ability to use areatrack and find NPCs.
- Tracking 2: Direction. Areatrack tell the Bounty Hunter what direction the NPC is located.
- Tracking 3: Distance. Tells a Bounty Hunter how far away a NPC is located in addition to which direction.
- Tracking 4: Players. Bounty Hunter is given the ability to track players, direction and distance are shown.
GADGETS:
This line gives the Bounty Hunter access to a NEW handy form of gadgets and traps to assist in apprehending a mark. This line would be VERY similar to the scout trapping line. It would require trapping xp, however now trapping xp can ALSO be earned by using traps on NPCs. The xp requirements would be same as the tracking line, however the same amount of xp would be given per successful trap as harvesting or using /maskscent. These traps would be crafted by Bounty Hunters, but perhaps require more specific components than scout traps and also be usable on players in PvP. Trap can be very effective because the success factor is different from a player's defence modifiers.
- Novice Bounty Hunter: Shrapnel Grenade. This grenade explodes flinging sharp metal everywhere, which causes bleeding to occur to a target. +10 Trapping
- Gadgets 1: Flashbangs. This emits a bright flash which causes blindness to occur on a target. +15 Trapping
- Gadgets 2: Noisemakers. This causes loud noises from all directions and places a stunned state on a target. +15 Trapping
- Gadgets 3:Tranquilizer Dart. Delivers a poisoned solution to a target, placed a dizzy state on the target. +15 Trapping
- Gadgets 4: Sticky Glue Trap. Deploys a mess of glue which encumbers a target, lowering their ranged and melee defenses.
- Master: Bola. Deploys a Bola (3 balls all attached to 3 ropes connected in the middle) which binds the legs of the target, temporarily immobilzing it.
COMBAT:
Because Bounty Hunter IS a combat profession, we need combat attack specific to us. Here is where we have our own attacks and defenses. These are not meant to be used alone, but in addition to the elite combat profession we have mastered to give us and extra edge when apprehending a mark. This tree would use Combat experience in the same amounts that the combat experience line of the elite combat professions.
- Novice: Def vs Bleeding +10, Lightsaber Toughness +5
- BH Combat 1: Poison Dart. Applies a light poison to a target (~75 tick) to a RANDOM pool on the target. Def vs Blind +10, Lightsaber Toughness +5
- BH Combat 2: Wrist Flamethrower. A weaponsmith crafted weapon, this comes in stacks similar to grenades to Commando weapons. It has about the same damage and range of the LLC special attacks and applies a fire DoT. Def vs Stun +10, Lightsaber Toughness +5
- BH Combat 3: Def vs Dizzy +10, Lightsaber Toughness + 10
- BH combat 4: Wrist Grappling Line. This is more of an abililty than a weapons, but can be used with any weapon equiped. The Bounty Hunter shoots a grappling line from the launcher. Can be used withing 20m and causes a posture down. Def vs KD +10, Lightsaber Toughness +5
- Master: Quickstrike. This attack can be used with any weapon equipped, and hit all HAM pools on a target. It has a x5 damage modifer. When used on Jedi, due to no less than 3 attacks hitting at once, it bypasses saber blocking. All other Jedi defenses will take affect. Lightsaber Toughness +15
That is how I would like to see our profession revamped. It would give us power, not have us remained unbalanced. It would give us individuality by choosing our weapon of choice, but also give us a tree that it is benficial to master which would unite us. It is better than simply removing some of the skillpoint requirement, a change that almost garuntees a ravamp of the caliber I have detailed will never happen.
I have no doubts that a revamp of this scale would be impossible to implement soon. But if we knew that the Dev would rather do something like this later, rather than premanently change us now and hinder our flexibility for a revamp later, I could wait. They have no idea hwo to revamp us, we need to come up with the idea.
Please do not make "I like it, but it'll never happen" posts. If you like this revamp better, SAY SO! Do not allow us to receive a half-fix that could make things worse later on. DO NOT SETTLE FOR THE FIRST THING THAT COMES ALONG IF IT MEANS HURTING OURSELVES LATER. Push for the changes you want to see. The ones you really want! Keep this thread at the top if you like it. Ask for it to be stickied. But don't settle and shoot ourselves in the foot for later on.
Here is the orginalpost http://forums.station.sony.com/swg/board/message?board.id=bounty_hunter&message.id=241402, I would have created a link but I still can't figure out how to do that.
Full credit goes to Armados who came up with the great idea.
Ternque01 wrote:
Is there any chance of a fix coming to ranged BH's trying to hit Jedi? I propose that scatter pistols do half the damage when they are blocked by a saber as a saber can only block so many of the bolts. This would keep BH as the only ranged profession capable of damaging Jedi.
Any word that addresses the issue of ranged BH's being useless to Jedi would be much appreciated
Or even better. Allow resourcefulness versus jedi by make the environment interactive. For instance, lets say my bothan pistoleer is running from a jedi. He runs in a garage (or something) where a powered down speeder is hanging from the ceiling (for no reason what so ever). Okay lets make it a crate (makes more sense). The jedi entires the room, looks at me and says, "Austilaviesta Baby" I say, "I didn't vote for you, Arnie" and then shoot the thing the crate is hanging on. The crate falls and squashes the jedi. Puns aside, this is a really cool and damned impossible idea. Or is it. Obviously beyond anything you can do in a patch. However, what about an expansion. Use the same engine just make tweaks. Also obviously not everyone will want to play like this, so make servers sspecifically for that expansion. MMORPG's are supposed to give us choice, and make us feel like we are in a living breathing world. Yet none has ever even tried to do what I'm proposing. Think what would happen if you were the first. Galaxies would go from being Star Wars Geek heaven, to being best Game of all time. It isn't easy, but isn't it worth a try?