Development Cycle Archive

Thread: IC 1-17 Star Wars Galaxies Combat Profession Mix and Match

Numen
Fri Jan 30, 2004 12:56 pm
#14


1) A person can dictate how much combat they want in their character. If you want to do a ranged profession plus a melee profession for up close they can. If they want to craft and have combat they can. It is all up to the person. However, there should be advantages in combat if someone chooses to Master 2 combat professions. Mastering 2 crafting professions, most of the time has bonuses. Some professions rely on others, so a Chef that is also a BE has the advantage of putting additives in their food without having to buy them from a BE. A Rifleman should get a bonus while using a rifle if they decide to also Master Fencer or Pistoleer. Crafting and Combat are somewhat different as Combat is timebased. The chef can still get a bonus from BE even though the skills don't exactly merge together. That is an issue for combat. As Shooting once with a Rifle and then once with a Pistol isn't exactly a bonus. At least not enough of one to make someone Master both professions. A Master Rifleman/Pistoleer should be able to beat a Rifleman/Architect in almost all curcumstances. Obviously play style comes into play, but 2 people of the same skill, the one that but twice as many point into combat skills should win.


2)Balance is the biggest issue. Balance is insanely hard to do if you are trying to balance apples and oranges. Giving one bones to profession x might not be equal to another bonus to profession y. The simple solution is to make those bonus very close to the same so they can be compared a little eaiser.


3)The differnet classes still have different skills and different bonues in combat. However if 2 combat professions are combined they get some global bonus. 2 ranged professions should have the same overal bonus as any other 2 ranged professions. The unqiness is going to be in the skills/weapons they use. A ranged/melee template should have the same overall bonus as anyother ranged/melee template. But it is still the profession they choose to use in combat that determines the main skills they use. A Ranged/Ranged vs Ranged/Melee should not be even. At longer distances the first should win, at close distance the 2nd should win as they have some melee skills.


4)These suggestions go somewhat away from what I said above. Another option is to create elite-elite combat professions. Not just a new profession on top of Rifleman or something. A new profession or a new small set of skills the person has access to if they Master 2 elite professions. These don't require any more skill points or at the most very few more(less than 10). Examples would be Rifleman/Pikeman. They have access to a new weapon that is similar to a bayonet(rifle with a knife at the end). Very nice ranged dmg and then they can also use it as a very decent pike in close combat. An example for crafting would be to adding a new set of schematics if someone had Armorsmith and BE they would be able to make some new enhancers. There are major balance issues with the crafting as you don't want to ruin those that are Armorsmiths or Just BE's. But some sort or bonus I think would be nice if someone wanted to invest all those skill points.


5)Nope.




Amandil Morier - Tempest - Master Chef
Aakhperkare
Fri Jan 30, 2004 12:57 pm
#15

OOM
Fri Jan 30, 2004 12:58 pm
#16

"What do you think the strengths of professions mix and match are?"


They allow fora player to not be confined to a specific role and therefore smaller groups of people can tackle the same challenges that would would take maybe twice as many if eveyone had to specialize. Also the 'hidden' factor of having many healers in a group of combat characters can create for some fun challenges as opposed to everyone finding the healer and taking them out of combat first.


"What do you think the weaknesses of professions mix and match are?"


As much as I love this... the mix and match allows for massive amounts of "soloability" and that is potenially not good for an MMO environment where one wants to promote group interdependancy. But as I said... I like to solo


"How do you think we should maintain the unique skillset flavor the game is built on?"


I would say run a monte-carlo stylesimulation of all possible combinations of professions and balance them based on the results. Do this for each box of the tree. At this point the only difference in players will be their tactics, equipment, and skill points invested. People can then select the profession they find enjoyable without having to worry about if they will do 'enough' damage in combat.


"What are some neat combinations that would be good for the game?"


I can't really think of any combinations at the moment that aren't already achieveable in game.


"Anything else you want to say on this subject?"


Coming up with a balance while maintaining a sense of individuality is going to be tough. People will inevitably find the best template (as can be seen with the defence-stacking PvP template at the moment). If you eliminate the differences in damage and defense profession-to-profession then any one profession will be as good as another on even-ground. Tactics & Equipment should be the deciding factor.

Zutan
Fri Jan 30, 2004 12:59 pm
#17

The single biggest problem I have with the current combat system is the way HAM works for different classes. i.e. why would you want to have 1 pistol 1 carbine and 1 rifle in a group?? They do damage to different pools and do not really contribute to killing something faster.


Currently the most powerful group is one comprised of people who all do their dmg to the same HAM pool. We need ways to focus damage to one pool.


Personally I think all combat damage should be done to Health. If Health is depleted the enemy dies. All weapons firing on autofire and most special moves should be against Health.


Action pool "damage" should only effect special moves and things like burst run. Only certain types of attacks should hurt Action pool. Action pool depletion should cause Incapacitation but not death.


Mind pool damage should effect things such as accuracy and ability to stay standing. Only certain types of attacks should damage the Mind pool. Mind pool depletion should cause incapacitation but not death.



As for professions to have some sort of role.. There should be special attacks from each profession that are designed to do something to the enemy that someone of another combat profession cant do. A few examples: Carbineer should have special moves that effect the enemies use of Action pool and Special attacks in addition to the normal Health damage they can do to contribute the the enemies death. Riflemen should have special moves to allow "single pull" of creatures from a group as well as ways to deplete and otherwise effect the Mind pool of the enemy.
Toknight
Fri Jan 30, 2004 12:59 pm
#18

I think the key here is that each profession or group of professions needs a specific role and relationship to others. Asking players for input is good, but in this case the developers need to make the decisions, implement the professions so that they have their designed function and relationship to other professions and then ask players how they like it and how to make it better.




Parasite (Tarquinas)
- Teras Kasi Master / Creature Handler / Fencer -
Aakhperkare
Fri Jan 30, 2004 12:59 pm
#19



--------------------------------------------------------------------------------
Thunderheart wrote:



What do you think the strengths of professions mix and match are?


Obviously, the strengths are being good at a many number of things, but not great.


What do you think the weaknesses of professions mix and match are?


As above, it should mean you are good, but not great at the things you dabble in, depending on the extent you dabbled. This is how it should be, but we all know it's not because the skill mods are just not divvied up that way throughout most profession trees.


How do you think we should maintain the unique skillset flavor the game is built on?


Give people more incentive to master a profession instead of dabbling in one or two trees for the only useful benefits. But you must also give people incentive to dabble as well...


What are some neat combinations that would be good for the game?


I am not sure what you mean by this. You can come up with a many number of combinations. How about have some combinations play off one another inadvertently.


Say if a Master Creature Handler decides to Master Scout as well, have the two professions play off one another. Different skill mods for profession mixing. Such as, this MCH and MS would get a taming bonus and a terrain negotiation bonus/forage bonus/camping bonus. See what I am getting at?


Say a Master Pistoleer dabbles some boxes into Carbineer as well. A skill mod would be somewhat "activated" that gives said Pistoleer a little higher accuracy at a little further of a range.


Going off of this idea, you could remove insane skill mod stacking and spread a multitude of skill mods over all professions that would only work coupled with a certain profession. Nothing too much, but something that encourages dabbling and/or mastery.

I'll try to give a bit better detail later if you want.


Anything else you want to say on this subject?
No player should be made invincable due to skill mod stacking. Some of the flavor of this game resides in the fact that a Novice can kill a Master given the right circumstances. Encourage dabbling AND Mastery...


--------------------------------------------------------------------------------

There ya go...
TechnoHic
Fri Jan 30, 2004 2:00 pm
#20

TH, are you getting at the defense stacking thing? I know making it unstackable is going to be very unpopular and popular at the same time. The thing is, that is one of the few things people can do to enhance their fighting without using a totally diferent combat profession all together.


I think the problem is, while you have the ability to stack some defenses that make you harder to hit, there is only one profession that you can use to stack accuracies for only carbine and pistols and thatt is the BH.


WHat you need to do is make a gneral accuracy modifier that all professions get so if someone wants to invest teh skill points into being very defensive, there are still going to be people out there that invest teh skill points in being more accurate, badabing you got balance.


So someone who wants to be a crafter and a combatant dont have much of a chance against the full combatant, thats the way it should be unless you make it to where the combatant can make just as good of merchandise as a crafter. You can be a crafter and still do ok using tactics and being in groups but asking to compete against an all combat class is like the all combat class asking to be able to compete in your mercheant market.


I really think you should add the ability of stacking accuracy mods instead of stopping stacking of defensive mods, otherwise, the only real support you get for your class would be medic or meditation or something without using a diferent weapon all together.



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Elder Commando
Carnage' - Master Munitions Trader
Nobunoga Oda - Bounty Hunter >
Toknight
Fri Jan 30, 2004 2:00 pm
#21






SmakU-Awound wrote:

Another possibility would be a Scout / Droid Engineer that can capture wild creatures with large scale traps. (a possibility to add non-tameables to the creatures that can be owned. These creatures would require a higher level of control and have the ability to go wild on a user. (Hey, CH's can't sell much any more anyway, so adding competition to the creature peddling industry isn't nearly as bad as the benefit to them in training the beasts.)


For combat a possibility would be to create a Commando / Engineer type who could setup non-movable heavy weapons, shield generators, etc. that can allow the introduction of some serious battlefield activity and faction intensity. They would have to setup the equipment without making an attack on an opponent and so would require protection and planning, but would be devastating if allowed to act unmolested. weapons could include mortars, missile launchers, heavy lasers, shield generators, area of affect weapons such as sound emitters, etc.





I totally agreethat we need stuff likethis, though I am a fim believer that nothing a player can set up or order around should be as strong in combat as fighting the player himself (except in the cases like Creature Handlers with no combat skills). Mortars, missile launchers, traps, etc. would all be great, but there aren't many situations where they could be implemented currently - maybe after the war heats up. Also, I thought this whole thread was devoted to combat profession mix and match? Hence the title.





Parasite (Tarquinas)
- Teras Kasi Master / Creature Handler / Fencer -
VemaGara
Fri Jan 30, 2004 2:02 pm
#22

What do you think the strengths of professions mix and match are?

The strength is choice and flexibility. I can shoot, swing a sword, and heal myself. I can do anything and everything, depending on my mood or need. Better for more solo play.


What do you think the weaknesses of professions mix and match are?

I can game the system with this model. I can remove dependency on others.


How do you think we should maintain the unique skillset flavor the game is built on?

As someone else mentioned, give each profession a unique THING, and that THING should not be available for 15 xp. That THING or THINGS should also help in combat (giving combat characters reason to further diversify). Doctors can buff, for instance. This requires a whole lot to get and is quite unique. Weaponsmiths might be able to retune a weapon, giving them a temporary ability that wears off over a short time. Musicians might get access to special sonic weapons. You get the idea. Each profession should add something unique, and each should be able to add something unique to combat.

What are some neat combinations that would be good for the game?

Anything but combat profession/Doctor. Right now, the doctor's ability to self-buff is more attractive than most other templates. We need other professions to give other advantages that will make a combat player pause and think about which profession he would like to dabble significantly into.

Anything else you want to say on this subject?

Mixing and matching is good. Mixing and stacking is bad. (Easily abusable, as you have seen.) So instead of getting a stack, thus making you uber, you get something else.

Be thoughtful of new abilities. Knockdown was abused because it gave an absolute advantage in a combat situation. Any new abilities given should not be absolute. Any ability should provide advantages and deliver disadvantages, but no ability should create an absolute situtation. If knockdown had only cause a slower rate of fire, it would not have been abused.



Dr. Vema Gara
Master Doctor, Master Fencer
Imperial Ace (solo), Imperial Inquisition
Valcyn
(Sophitia, Trinidad on Test)
erroroccured
Fri Jan 30, 2004 2:05 pm
#23

I couldseea couple of different variations


1. Either more restricted path so you have to master all three professions for a certain master profession (make a master of the profession be able to wield a weapondry only held by masters)


2. Eleminate skill trees and allow people to choose whatever skill they want to learn and assign a certain point value to each skill. So if I wanted to have meditation 1-4 it might cost me a lot of points but i do not need to do unarmed or teras.


This would create a very broad and wide range of characters.


Make it a point system like other rpgs


ie. You have this much combat exp you can learn any of the following skills or save up for more advanced skills.



The problem, I have with the swg charcter build is I like to be a powerful force when fighting creatures but I also enjoy the crafting side (which is necessary to provide income into this game) I can not imagine playing a character for just profit or only combat.


The problem encountered would be to narrow down certain options in my choice. A combat profession can honestly not afford the 8k for doc buffs or the composite armor by doing missions. So he either needs to go up scout to harvest hides or he makes no money and is broke.


The artisans' on the other hand can not hold their wait in combat but can make millions.


I dont expect combat profession to be as rich as a arcitecht who has to run when a monster approaches.


But I would like someway for each profession to be self sufficient and able to prosper for new weapons and money.


This way each race/profession could contribute a little more to the economy.


The closet build currently out there is the Smuggler fighting with money making abbillities by selling spice.


Doctors can heal all day long but theyneed artisan to survey for minerals and that takes away from the combat class they could of held.



Just my thoughts





josfe
Fri Jan 30, 2004 2:06 pm
#24

Funny thing Thunderheart I was actually thinking about this the other day and was getting ready to write up a proposal for the developers to take a peek at. I haven't worked out all the details which is why I didn't write up a proposal yet however let me give you a brief rundown.


The idea is simply to add on a level above all elite professions. This new level would be known as "Legandary". You can have "Legandary Armorsmiths", "Legandary Teras Kasi Masters", "Legandary Master Gunfighters" etc.


In order to become legandary you would be required to put almost every single skill point you had available into mastering the base and elite profession associated with the Legandary Tree you wish to climb. As a result you'd have exactly 15 skill points left over (enough to get novice medic, novice scout, novice artisan etc). After fully climbing the legandary tree.


Benefits of becomming legandary:


(I haven't really worked this out well so it's up for critique)


- Legandary artisans would recieve an extra bonus to reduce how many time critical failures happen (both experimentation and assembly).

- Legandary artisans would recieve more experimentation points so that they could create better and more elaborate weapons.

- Legandary artisans would recieve new schematics that allow them to create intresting items (Like possibly a sword that has poison on it, orArmor with inate modifiers in specific areas)


- Legandary warriors tree would work slightly different. For Example a Legandary TKA Master would have 3 trees to climb (only 1 tree could be fully climbed). These trees would be for Polearm, 1h sword and 2h sword. These trees do not give the TKA the ability to use the weapons in the Pikeman, Heavy Sword, or Fencer tree however they would be able to use the lower end weapons that were required for mastering brawler. From here the TKA can choose which weapon he wants to use more proficiently than he currently does now. Once he chooses the weapon he'll traverse up the tree of his choosing and recieve extra bonus's in this case for melee defense & others specifically for that weapon, and possibly 1 or 2 new attacks which do major dammage but have severe accuracy penalties (your proficient with the weapon however its not your main weapon of choise so it's obvious that you'll miss more). Once he masters that weapon proficency he recieves the title "Legandary Teras Kasi Master".


This would allow for something similar to the mod stacking as it's currently implemented with out decieving the other players in the world. If your fighting a Legandary Master Gun Fighter and your simply a Master Marksman your probably going to lose the fight.


Anyway I assume the fighting end of this system needs more work I'm open to suggestions. I just thought with the recent mod stacking news that players really needed a way to define their characters as the best in the galaxy rather than being just another Teras Kasi Master, or Master Gunfighter.


KaptainKrude
Fri Jan 30, 2004 2:07 pm
#25









Thunderheart wrote:

>The community is invited to make commentsthrough April. At that time, the thread will be closed to further comments. Feel free to comment on any or all of the above items. Please stay on topic.



I'm sorry for being cynical TH, but maybe you guys should have paid more attention last April. I submitted 10 paragraph essays then and since really...how many times are you guys gonna shelf all of the past commentary and actually enact some of it instead of asking for a fresh batch of commentary?


Again I apologize for being indignant about it, but this constant, on goingcycle of asking for tomes of opinions while not muchactually getsacted uponis getting old.


By April, I will have been playing and submitting opinions on this and other subjects for over a year.


Why do you guys keep asking everyone to repeat themselves over and over again? Or isn't 500,000 posts of information and opinions enough to act on?




NTyekanik CorrinoN
New Dawn City
Naboo

y-osa
Fri Jan 30, 2004 2:08 pm
#26

Just an Idea, I feel that some professions are more encompasing than others, while others seem to spread there class bonuses over there 4 tiers a little thinly, perhaps not all profesions need to have the same amount of skill boxes in order to master, balance this with the level of skills and number of bonuses such profesions would have, a pofession such as TK would require more dedicatation in the form of skill points and would be a very powerfull melee class also requiring more skill boxes for mastery, while some aspects of smugler could be coupled with others, combat skills could be cut down in lue of more smuggler oriented skills, but in tern the profession has 1 less tier to obtain for mastery.
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