Development Cycle Archive
Thread: IC 1-17 Star Wars Galaxies Combat Profession Mix and Match
I have had this idea for a while, now i think this is the right place to share it with everyone :
i belive we need a new system of profession, we need to give masters some sort of reward. so here is my idea ![]()
We have a system where people have a main profession, the sub profession. here how it will work :for example you choose master fencer as your main profession and master it, because it is your main prfession, you will get extra fencing abilities once u master, abilities that a master fencer as a sub-job does not get, abilities can be increased mods, scatter hit 3 and such. now sub jobs will only provide the regulare abilities of the profession. this way a master fencer that chooses fencer as its main profession, wont feel cheated when someone grabs few skills on his profession and gets the best out of it. now to make things even more intresting we should add speciale professions that have to be unlocked in order to be obtained. now unlike jedi this system of unlock is based the mix of templates you have. for example a master rifleman/master pistoleer/master carboneer, will be able to unlock a mercenary profession, where the the mixure of his professions make him a deadly anti-personal machin, later up the mercenary tree that does not require skill points to be obtained, the mercenary will get gernades and such and later on can become a complete range combat soldier. the same can be applied to melee, when 3 melee professions are mastered at the same time, it will unlock an all out melee profession. this will not only give masters something to look forward to, but it also rewards the people continue their trainning along the same path will get a reward to be able to mix in his or her skills. the same system can apply to people that spend all their skill points on medic profession or scout related.
i just hope TH reads this posts lol ![]()
This really is not about combat profession mix and match, but more about profession mix and match in general.
Right now I am a Master Doctor/ Teri Kasi Master which I like alot. But I have a major pet peeve, I have to keep the Scout profession.
I have keep Scout because of the exploration ladder so I am not walking around the galaxy. I do not want the Scout profession anymore, but I am forced to keep it and waste my skill points, when i can better use them elsewhere.
AN IDEA:
I would like to see every player run at least at a similar speed and this Exploration part of Scout be for, well, EXPLORING. The exploration ladder should be more like the survival or "camping" ladder where you actually need to camp out to get your xp. There are plenty of theme parks and quest's that a character can do to get this "exploration" xp. In other words a player needs to travel or quest to get that xp. I shouldn't be penalized because I don't want to carry the Scouting profession anymore.
Does anybody hear me on this? Agree?
TH can something be done about this?
One day can I drop Scout and not worry about keeping up with my friends?
Eowyn
Flurry
C.O.R.E.
Master Doctor/ TKM
TH can something be done about this?
One day can I drop Scout and not worry about keeping up with my friends?"
The ranged skill sets of marksman, carbineer, rifleman, and pistoleer should be changed to be focused on skills instead of weapon type. This document will provide the necessary ideas and themes for each set based on skills that make sense both from the movies, gameplay, and other online games.
-Changing current system changes game play style or professions.
-Migrating skills to new system could be painful for players.
-Possibly requires serious code changes
-Players will have to use tactics, but have a middle option that fits most situations.
-PvE could be changed drastically by these changes in how players handle it.
-PvP should have more tactical options.
-PvP should have more OMG where did they come from?!? Did you see that?
-Line of Sight plays a role in this system for it to work well. (No shooting through hills)
Pistoleer becomes “Advanced Subterfuge and Personal Defense”
Carbineer becomes “Advanced Military Techniques” or “Advanced Infantry Training”
Rifleman becomes “Advanced Sniper Techniques”
This rogue of sorts can choose to tag a weapon as a personal weapon of choice. This weapon is his draw weapon and when out of combat it will disappear as if holding nothing. When combat starts it will be pulled out and used with deadly force. This tagged hidden weapon has special skills associated with it that won’t work with an untagged weapon or if holding a non-tagged already. Some skills are very powerful first attacks like a rogues sneak attack from traditional pen and paper, except you must get the drop out of combat to make it work. Other attacks in combat rely upon being behind the opponent and gaining a vantage point for attack or using terrain to get the opponent near for the best damage. Also this is the skill set to counter melee weapon users after they are up close and personal. Damage is very good at close range and useless after 32m. This is a close weapon support role and would be good for sneaking up on enemies, and inner base defense as well as counter melee defense.
This is the galaxy standard example of military training. Almost all mercenary, military, and police forces will have some sort of training in this. It allows the skilled use of most weapons in the most varied of situations. This is the most balanced ranged role and most military personal involved in the war should want this skill set if wanting to do damage and be in the fore front of a battle. This is the fighting tank warrior of Star Wars and can dish out damage at any range anywhere.
This is a long range skill coupled with being hidden. Not necessary more damaging but harder to find. The radar dot should be hidden from view while the player is in hidden mode and the type of players that counter the hidden ability are ranger or a pathfinder (Special). This skill should guarantee the player if hidden at least one to two free attacks against an opponent before becoming visible and then several more before the red dot appears on radar. This skill set is good for support outside of bases but horrible inside base defense. These skills are also excellent for sneak attacks and ambushes.
In early beta we were told melee was an addition to the game that was pretty much eye candy and could never match up to range skills. In the name of balance this has been changed severely. Pretty much melee should be move back to being a support skill for most combatants. Yes the skill sets changed and are now 4x4 instead of stubby little trees and large ones. Melee though should be weak against the tank of this era which is the Assault Military skills, and possibly an even match against drawn pistols because of close range, but pretty much will destroy a sniper they find on the ground. Anyone prone automatically is hit and takes triple damage, and a sniper in prone takes quad damage if using his skills.
A pathfinder is a player that has taken the Pathfinder discipline. This is a stand alone discipline gained from mastering certain skills. This skill set can be earned by the following:
The Reasons For Doing This Are As Follows:
- Alleviating The “What Next” Syndrome.
- Giving Novice Crafters An Option Other Than Grinding
- Bringing Pvp To The Masses
- More Character Variety
Right now, in crafting and PVP, the general consensus is that you HAVE TO be master to compete effectively. In PvE, where you choose your opponent, this is less of a concern. The grind will still be here after the jedi revamp, because a novice just can’t compete in a field against a master. So, these people rush through the skill trees, grinding away in ways that don’t contribute to the game community, desperately seeking skill boxes. Once they’re at the top of their profession, many suffer from the burnout or “what next?” syndrome and tire of the game.
Right now, a master crafter in any profession can experiment much better than any up-and-coming crafter with the same resources for MUCH better results. This leaves most aspiring crafters to do nothing but grind through to master- expending tens of thousands in resources, many hours of gameplay, and very little interaction with other players. It’s been acknowledged by the devs that mindless hologrinding was not their intent in the game design. It’s not just the jedi that grind…
Right now, we hear that PvP is the “endgame.” We also hear the PvP’ers complain that there aren’t enough willing participants. Part of this is that a player with all the second-tier skill boxes in an elite profession does not have much of a chance against similarly-equipped master professions. Yes, masters should be better, but right now, they’re untouchable. If a player opts not to uber-grind to master, but enjoy what should be a natural skill progression, then the best they can expect to do in PvP combat is act as another body to absorb damage. Their attack and defense levels are often too low to successfully connect.
I know the devs want characters to be interdependent. By encouraging specialization over breadth, interdependencies are more encouraged- on paper, at least. It also reduced the potential for template-stacking before we put the hard cap on defensive modifiers and such.
Still, if the stacking issue is addressed, it would add a great deal of variety of a character could have viable options JUST by completing a skill BRANCH, and not the tree. I’d like to see more people choose “Medical Professor” or “Deflector Technologist” rather than this just being a stage in the grind up to master.