Development Cycle Archive
Thread: IC 1-17 Star Wars Galaxies Combat Profession Mix and Match
First off. Make sure the Master Abilities work. Especially when you spend as many points as BH.
The Master box in MANY proffs is lacking anything worthwhile. Smugglers i.e. need some skills in that box. They have no weapon bonuses, and the Master box would be a good place to hand out some+25 pistol stats.
I don't know how the ranged professions can be make significantly different until the cap on 64m is removed or lower caps given to each ranged professions based on type and a it takes a bit longer to close on someone firing from max range, otherwise there is no point except from a pure DPS standpoint. Rifleman are preferred right now because of the long delay times on their weapons (neverminding speed mods) which means higher chunks of damage on a finite pool of damage. It doesn't matter that a pistol could have a higher stated DPS if the damage pool is finite. Given enough the more delay the more damage is increased, because delay isnt factored in that first shot making longer delays more desirable because the actual dps of those weapons is higher than a weapon with the same stated DPS with a very fast delay.
Case in point, hypothetical encounter:
Both have the same DPS of 100 points per second (100 DPS)no speed mods
Both firing at different targets with a 2000 damage pool.
Pistol 1.0 delay Rifle 10.0 delay
Time(seconds) Pistol damage Rifle damage
1 100 1000
2 100
3 100
4 100
5 100
6 100
7 100
8 100
9 100
0 100 1000 target dead
1 100
2 100
3 100
4 100
5 100
6 100
7 100
8 100
9 100
0 100 Target dead
The smaller the damage pool or the larger the delay, the more difference there is in actual DPS from stated DPS of the weapon. As you can see, the rifle finished it's target 10 seconds before the pistol did. Thats becasue the first shot has no delay. Factor the delay into the first shot and the problem removes itself.
*grumbles something about edit buttons and html restrictions...
Now for those who like hybrids, they are the generalist, they want to be good not great at ranged attacks, good but not great at scouting tasks, good but not great building things.
The problem a lot of people have with the dabblers, it the system has been set up to reward dabblers with greater power than the specialists.
As a generalist I am not unstoppable at range like a rifleman but can hold my own. On the other hand I then have skills to be good at melee range if I want to make me more of a threat. I cannot do as well as the TKA at melee range but I dont die as quickly as the Master Rifleman.
Mastering a profession should define a role, dabbling should allow you to fit in where holes exist in a group.[/i]
Precisely, and this is a huge problem that conflicts with SWG as a whole. As a player you are left with two overall options when it comes to combat: Do you want to dabble in combat and master in other things and may never get to do anything interesting when it comes to combat OR do you go for the many "Uber" Solo templates out there just so you can actually hunt big game.
Little incentive for the self sufficient combatants [IE Medic/Commando/TKA] to group with those of us who may only dabble in an Elite combat skill [in my case, Master ID/Tailor Novice Swordsmen], thus leaving everybody soloing most of the time. Even a few of my PA mates who master a single elite combat profession cant even solo the big game.
Overall, methinks monster difficulty should be upped a ton just to solve this.
I realise that the questionarrie was set up with just combat profs in mind but it would be cool if every prof complimented every other prof in some way.
So that if i were, for example, a pistoleer and weaponsmith i could make special pistols that only i could make, a medic and architect could make the med centres and so on.
There are far too little profs. If yiou were to master two seperate things they should allow you to combine their skills in some way so that there are many different things that people can choose to be, rather than being herded into one of 5 or 6 main proffesions.
I do realise this might seem like basically changing the whole game but there wouldnt have to be different professions that become available, just different titles for these people and more stats added to them when they master the two different profs.![]()
What do you think the strengths of professions mix and match are?
Add a bonus when he/she has 2 combat-professions, 2 craft-professions...
But it's much better if there is ranks elite specialization. I mean
when I am Rifleman, then if can go to senior Rifleman and higer by many play at xp-points at specilization mission.
A very specialization profession.
What do you think the weaknesses of professions mix and match are?
More different hybride professions may not stronger then one very specialization profession.
How do you think we should maintain the unique skillset flavor the game is built on?
See above.
Anything else you want to say on this subject?
I hope a very specialization profession after get a elite profession and a elite mission.
Skill "Specializations" (GCW-PVP/ Player roles)
To increase the degree of individuality / specialization from player to player will require the professions to support a new degree of individualization and specialization.
Basically, what they should do, is add another dimension to the skill system, termed "specialization".
Instead of just grinding away at rifleman, and accepting sniping 1, then sniping 2, then 3, and ultimately 4before working on another tree, a player could further specialize or customize his character if at sniping 1 there were actuall choices of abilities to accept, instead of just being given 1 predetermined ability.
And for each skill of any profession, a player could choose 1 of 2 or 3 possible abilities, or defense mods, or schematics or something.. So that you could have potentially millions people with the same profession mastered, but none of those characters are the exact same.
This system could allow 1 out of 2 or 3 specially granted abilities from a skill to be picked for each individual skill in a profession's tree of skills.
Which could provide more individuality from character to another character then anyone could really ever ask for.
For example, a novice rifleman's first granted ability from the sniping tree is Mind Shot 2, with a +10 to rifle accuracy, a +15 to rifle aiming, and a +15 to concealment chance. After you get that skill, you're happy and start working on the next..
But what if instead of just being given Mind Shot 2, you had the ability to choose between degrees of specialization for that mind shot 2? Maybe you could choose from a Mind Shot 2: Damage Specialization, or a Mind Shot 2: Speed Specialization, one does more damage, and one does more speed, you can only have one, and they both cost the same skill points..
This would diversify us to the point where eventually encountering someone like you just wouldn't happen.
To take this one step further, particular specializations could require pre-requisites. You can't have one specialization, unless you took a certain one previously..
This could provide more individualization then I think anything else as far as diversification of the PVP role.