Development Cycle Archive
Thread: IC 1-17 Star Wars Galaxies Combat Profession Mix and Match
Personally, I would like to seecombat to be better balanced so that a significant portion of ranged combatants don't feel obliged to purchase melee skills just to survive against high level mobs. Increased ability to land state effects, more interesting state effects than just bonuses and penalties to attack rolls - e.g. short duration snare effect on leg shots, removal of the melee bonus to hit against ranged attacks etc. This would free up points to purchase more trading or complementary skills, which make for more interesting long term game play.
forgot this:
Maybe even let him tune his sword like a jedi can. Like i'm a tiny little female character in the game. I would never be able to carry a heavy sword.
So if you can tune it. Or let it be tuned by a weaponsmith u could like increase the spead but it will lower the damage. By this the blade would get lighter and thinner. Or heavier etc. Standardly you would have like 50% speed 50% damage, but someone could just tune it to 75% in speed but only 25% in damage.. etc. And you should give them bonusses based on there character. Like the higher rank in swordsman you are the better you can tune it.. Or use the Tuning that the Weaponsmith did to it.
Not to flame or offend but are you serious nothing should be as powerful other thana Jedi, as a Bounty Hunter I can tell you there are plenty. The problem is that ll people here post with little relevenace to the overall picture. You all post on ideas to your favorite classes. Such as the one a couple above me. But to the point is that the whole system it self is flawed. TKM's for instance, everyone is one. These super proffesions are whats wrong. Like all things in this game we have way to much. Cut it down alot.
Meaning classes should be dedicated.
No tkm, bh, de, cm whatevers. Your either a Bounty Hunter or not, Either a Combat medic or not, no pairs. The whole skill system need to be overhauled. Commando's are just that the elite of the elite, they do what cannot be done. But should they be the most powerful ... NO, No one class should. Not even Jedi. Pay attention to the movies, alot of jedi die at the hands of non jedi. Our whole combat system is nerfed, that it doesnt matter your a Master Doctor when you buff, or heal, it matters more on the food you stuff in your face, the clothes you wear, etc. That is the flaw. Nothing in this sytem alows one to be better because of dedication to a proffesion, or understanding the intricies of such. Its all a normal skill climb that any one can do.
So combat, I would personally like to see a system based by your current structure, however, instead of everyone getting say spin attack 2 at a particular level, you would get a Feat so to speak, one that would alow you to choose from a wide selection of beneifts for that particular level. say once you reach pistols 2. You would get say 1 feature point. Ffrom the time of the leveling you can see for Pistols 2 that you have 10 features to choose from, you can only pick one. Say one might be a special shot, when another might make you shoot faster, one might make you specialize in a certain weapon type, and so forth, perhaps allowing more points or less depending on balance but you get my drift, when you do this, you allow for someon walking around with say master pistoleer over his head a variety. Nobody can go oh hey they are vulnerable to this and that and can do this and that, you simply would not knwo the extent of that "INDIVIDUALS" choice in talents, perhaps he took very offensive skills, but no defence, perhaps the opposite. My point is that when you look at the big picture you get benefits and individual touches on a character that very few are alike in. This applied as a whole would allow for specialization. In any field one could pick what they want to be good at and be happy with there choice.
An armoursmith can choose a wide variety of skills/feats. Maybe they are exceptionally good at repairing or customizing armour. But not so good at building specialized types, the point is the more time they put in the more talents they pick up. And allows for comments and moments in the game like " Hey Bob makes the best suit of Ubese, but go see Larry cause he can fix and customize things bob can't after you get the suit from Bob. I am rambling but you get my idea.
Further, balacing, TKM's like jedi should not be able to where armour. I have never seen anyone in full armour spin around like Jackie Chan on catnip before. Armour makes them unbalanced.
Anyway My two cents
It's been said, said and said again.
Bring down armor, Bring down buffs.
Bring down high level mobs, of course.
Then watch carefully as the balance of power shift.
My opinion is that developpers never figured players could pull out such powerfulbuffs,
such impervious armors, because of too many parameters, to many components.
Combat revamp must first get Armors and Buffs almost out of the game.
(sound of a starship approaching)
I think that if players could seamlessly combine all of their disciplines as I described, the combat in this game would be really really amazing to watch.
I also have some suggestions as to how these special moves would be unlocked. I think if you are a novice at two of these professions, you should be given a very simple move, that is very difficult to perform (takes up a lot of HAM, and has a very low probability of working) As you improve in your dual profession, this skill should become more practical to use because your skill modifiers will increase. Once you've completed a column in one profession that corresponds with a column in your other profession, you should then be granted a new move according to what skills you've learned in that column. (for example, if you fill in all four boxes in the defensive column of your two professions, you will earn a new special defensive move that combines both disciplines.) And of course if you master both of these professions, you should be able to seamlessly use both disciplines to enhance your battle skills. The reason why I suggest that these moves be awarded throughout the progession of the dual profession is that skill points are limited.
I think that this feature should also be able to benefit non combat professions as well. For example if someone is an armorsmith who pursues studies in Martial Arts (Teras Kasi), in a real life situation, this would give the armorsmith insight into how defensive equipment should work. I think with enough thought and effort, these special moves, abilities, weapons, or bonuses could be created for each dual profession in the game, and it would be worthwhile.
We constantly see characters in the Star Wars movies show their versatility. I think with the idea i'm suggesting, we would get a chance to show our versatility as well.
Thanks,
-Richie
PS- I would be glad to help come up with some of these special moves if needed. : )
Novice Medic
Novice Artisan
Novice Entertainer
Novice Brawler
Novice Scout
Heal myself with a stimpack but only for a few points. No wound healing nuffin.
Fight something with basic weak weapons And do **edit**ty damage maybe even fall down some times. but still u can fight.
Use a gun! But aiming is **edit**ty
Harvest recources but terrible quality because the way u harvested it was **edit**ty.
That is a really really good idea, i really do like that, I would love to see professions beyond the current highest. Like Legendary professions, Such as Legendary Armoursmith and such.