Development Cycle Archive

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

Brunerr
Mon Apr 26, 2004 1:10 am
#287

Quote: "one that invests in, say defenses, gives up many of the great offensive benefits"


I would like to rephrase: "one that invests in, say defenses, should have to give up many of the great offensive benefits" .... indeed "should": it's not the case right now ....


Another little question - exceptfor the BH(154sp pre-requisite) profession - how wouldyou "stack" offence and what are the results?I'm just curious ....



Brunerr Hurro, ex-member of the silent majority



Brunerr Hurro, ex-member of the silent majority
Trobon18
Thu Apr 29, 2004 5:07 pm
#288

All I have to say is this. In the movies it doesn't seem to matter if it's a rifle or a pistol or whatever. Guns are guns and melee is melee (except Ligtsabers.) Han uses a pistol, but at times (ANH) uses a rifle.


Of coarse im a realist and this is a mmo. While I would like to see it made so you can use any weapon with some degree of ease I don't expect it.


Oh, and if BHs dont get a rifle tree then why do we need to get rifles as well as the rest of marksman? Just a thought.


Ethen_Roe
Sun May 02, 2004 11:13 am
#289

I think a very simple improvement to even out TKM's abd fencers etc vs people like rifelman should be resistance.
At a distance rifelman is good and can get a few rounds off untill the TKA gets up close and then its game over. If you include blast shots containing force which would cause the person being shot to not be able to run. so their speed is slown down it gives that chance you may need
Auryysh
Tue May 04, 2004 5:09 pm
#290


I think a fundamental flaw of MMORPG's is that there is no beginning or end. This is a conclusion I reached after playing Ultima Online for 4 years. For example, if SWG was designed from the ground up to include an ending in two or three years, more attention would be spent on fixing current bugs instead of worrying about future concept. The storyline could then have a rich plot which would slowly progress over the months until finally there would be a climax and an ending. More people would come along for the ride and be more willing to sign up for a SWG2 in the future. This would also alleviate some of the "virtual property" issues because people would know it just goes away in 2-3 years. Just my 2 cents for a future game....



Auryysh

Master Weaponsmith
StejoMafar
Wed May 05, 2004 5:01 pm
#291

One problem right now in the game is also this: Some ppl want to be both crafters and fighters. And they way it's currently set up is that you need novice artisan, at least one line, then you can get the elite crafting profession you want. This is roughly half your skill points. Then, if you want to be REALLY good at selling things, you also need some or all of merchant. By this time, almost all your sp are gone. I'm a Master DE, Master Artisan for the electronics components, and then novice brawler with rifle line, and hten I can't quite make master rifleman. I'm neither very good at selling things nor very good at fighting.

But on the flip side, ppl who are pure combat can usually master multiple professions, capping their defenseive values, and meaning I'm pretty much gonna get my butt kicked every time in PVP.

What would be good (but probably not feasible a this point) is to have some of the professions classified as 'non-combat' and some as 'combat' and let you have a certain amount of both'combat' and 'non-combat professions'. Or even have 'mini-professions', little stand-alone skill lines that allow you to excel more in your specialization, or have a few abilites of some other professions without paying the 15 skill points just for novice.

Another way is to use the suggestion of possibly having more pre-reqs for some of the combat professions.

Either way, I would just like to throw this out there.
Swordwielder
Wed May 05, 2004 5:39 pm
#292

I think that jedi should have the a special pilot job that lets them fly a jedi starfighter. When you master padwan you should learn saber one-hand-hit 3 so it would be like u are master the profession. Jedi masters should learn and wield 2 light sabers making a new way of fighting for the jedi. Jedi should have some sort of crafting things that u can make such as trainer droids(the floting balls that shot lasers), clothing and so on so u dont have to fight all the time. Jedi's should get special items like secret light saber designs and crystals and jedi hooded cloaks and so on. Jedi should have a mask scent so they can keep others(BountyHunters)from finding and be seen by cretures.


It would be really cool if u added these ideas to your game publishes.




For the Jedi!-- Us vets must purse to revive are shatter galaxy.
WAS-Master Pikeman,Master Fencer, 3,0,0,0 sniper
Was_ working in jedi village
Galaxlerner
Tue May 11, 2004 8:24 am
#293

PROFESSION SKILLS


I have given a lot of thought to the problem of "cookie cutter" PVP'ers and how there is increasingly less and less variety in the game (i.e. everyone wearing composite, being a TKA, Doctor, Rifleman, etc.)


I had thought of away to make playing the different professions a unique experience for every player. My solutions is to Give a number of specialties and skill bonuses in each Skill box and let the player select one or two that they like.


For example:


Pistoleer:


1 skill box:


Skills available: Stopping shot - (Description). Worth one Skill Box point

Speed Bonus - (Description). Worth one Skill Box point

Defense Bonus - (Description). Worth one Skill Box Point

Galaxlerner
Tue May 11, 2004 8:32 am
#294


PROFESSION SKILLS


I have given a lot of thought to the problem of "cookie cutter" PVP'ers and how there is increasingly less and less variety in the game (i.e. everyone wearing composite, being a TKA, Doctor, Rifleman, etc.)


I had thought of away to make playing the different professions a unique experience for every player. My solutions is to Give a number of specialties and skill bonuses in each Skill box and let the player select one or two that they like.


For example:


Pistoleer:


1 skill box:


Skills available: Stopping shot - (Description). Worthtwo Skill Box points

Speed Bonus - (Description). Worth one Skill Box point

Defense Bonus - (Description). Worth one Skill Box Point

Dodge Bonus - (Description). Worth one Skill Box Point


The player would be given maybe one or two Skill Box Points to use for this Skill. They could then customize how they want there character to use this profession.


This would make a greatly varied player base and decrease "cookie cutter" characters. PVP'ers might decide to pick certain combinations but these will still be more than just the two or three there are now. Ithis you could also include weapon and armor certifications as well. I'm notsure if letting unusedSkillBox Points rollover is possible or wanted. Ifthe Devs choose to do this then they could makehighly specialized weapons and armor (i.e. Mandelorian armor) cost more Skill Box Points.
haho
Sat May 22, 2004 5:02 pm
#295


I will name lots of profs that are unstarwayrsy. Tailor. Chef. Doctor. Swordsman. Image designer. this game would suck if it were only people running around with blasters and waving glow sticks. There has to be some variety.


Tailor - surely people have clothes in star wars, and Anakins mum was sewing in EP1. Apparently she grinded Master Tailor in a week.

Chef - Im pretty sure Ive seen people eating in the films, not sure if they had bio enhanced food and all that tho

Doctor - True I never seen luke pop a stim-b when he was soloing vader, but he got healed up by a medic droid when he had his hand lopped off in ESB.

Swordsman - Stands to reason 'non jedi' people will want to pretend to be a jedi using swords

Image designer - No hairdressers or tatoo artists in the SWG universe? Course there is


Hell I didnt say combat medic ISNT possible in the SW universe, Im just saying its not very star warsy. Add to that its the most powerful combat profession in SWG when it doesnt even get a mention in any of the films, that dont make sense.


Give George Lucas a ring, and ask him if CMs are the uber combat profession in star wars.... Hell we should nerf him to make EP3 contain lots and lots of CM/RMs owning all the jedi etc...



Infinity - Haho [Black] Imperial PVP Guild Black Forums, feel free to visit


Wonder if space-ships can fire poison or have crazy ass DOTs? If they can Im gonna burn SOE down... lol

haho
Sat May 22, 2004 5:03 pm
#296

oops sorry for double post



Infinity - Haho [Black] Imperial PVP Guild Black Forums, feel free to visit


Wonder if space-ships can fire poison or have crazy ass DOTs? If they can Im gonna burn SOE down... lol

LordLeeBo
Tue May 25, 2004 5:55 am
#297

Just an idea for a combat 'balance', which has stemed from the mando armor post's i've been reading. I think the idea of making armor certed is in a way a good idea, a novice marksman wearing adv compo is a bit unrealistic, however instead of making it certed how about giving -% to encum to different skills therefore making it easier for a master commando to be wearing a full set of armor without having to be buffed



So for an example a master commando might have a -30% bonus to encum, a novice marksman might have a +10% to encumb etc. Lets see if we can come up with some good ideas


Feardreamer
Wed May 26, 2004 6:27 am
#298

Professions should drain Action, never mind or health.


Damage on anypart of the body should drain health, Special shots on thelegsshould drain action, never should it drainmind.


Headshot should drain health. MindShot and EyeShotcould drain mind.


Healing, or status changes should drain mind.



this is simple, but it balances **edit** out if you just think about it for a minute.





"I dont believe in Jedi"
The Malevolent XiNLOOM
Retired Master Bounty Hunter -
DEATHBLOW -
"If you stand in the light, you are bound to cast shadows"
-I LOVE YOU ALL AND HATE THE REST OF YOU-

llvllerlin
Wed May 26, 2004 9:12 am
#299

Even though I'm not a crafter, i see a serious flaw in crafting. Perhaps you've seen my previous posts.


Right now, the whole crafting system is flawed, because a crafter can only craft from a set schematic, and maybe experiment a little to give his/her resulting item a little uniqueness than that of another player. But becuase experimentation can only go so far,an item end up becoming "capped", or rather the stats do. So a player who has been a Master Crafter for 5 months, can produce the exact same type of item than a player who has been a Master Crafter for 2 years (of course, given they use the same materials).


All crafting professions need to be given more control. The devs should not be releasing schematics (with the exception of special items, like Mandelorian armor). The Devs should be releasing or adding the item graphic andnew materialsinto the game and allowing the crafter to do with as they like.


Here is how the system needs to be revamped:


During a publish, Devs add a new graphics to the game and several new materials. Crafter then goes and gathers new materials to make new components to make new item with one of the new graphics. A graphic would be limited to what it is intended for, so a rifle graphic couldn't be used for a pistol, etc.


This also frees up devs time. Instead of conjuring up new items, weapons, armor, the community in the game controls that. This adds such a uniqueness to the game and opens up SO many possisbilities as to items available in the game.


Allowing Crafters freedom to craft will even let the player set a name for themselves. The more and better items the player crafts, the more people will be drawn to him.


I hope this gets taken into consideration and not lost in these many posts.





The one and only I

´¯`­·-·º·-·­´¯`·­-{ Drighton Eamikrohe }-·­´¯`­·-·º·-­·´¯`

"Who's more foolish: the fool, or the fool that follows him?" - Obi-wan
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