Development Cycle Archive
Thread: IC 1-17 Star Wars Galaxies Combat Profession Mix and Match
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.
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
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....
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 ![]()
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.
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.