Development Cycle Archive

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

Shu_ZhugeLiang
Tue Jun 08, 2004 12:54 am
#313

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






ZhouYu
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triton1972
Tue Jun 08, 2004 9:27 pm
#314

This may be the wrong place to brings this up, but there was too much complaining on the Open discussion forum about the jedi revamp.

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
Craxus
Wed Jun 09, 2004 12:56 am
#315

What I don't get is why people cling to the having a template anyway.


Why does everyone perch highly specialized professions?


I mean when you go to work is there only one thing you do?


Its more likely that you have a multitude of small skills even masteries that add up to your job.

(here is an example: I use solider as a fictional class)

Think about it a solider learns through training pistol skills, rifle skills, survival skills, and tatics.

SO in SWG you'd think to be a solider profession then you'd have to be a pistoleer/rifleman/scout.

not just a marksman then you start advancing in the solider profession because soldier is the END POINT.


Now think if that soldier wants to bea Commando he has to learn unarmed combat and carbines. (since in RL a commando is used for urban combat in close quarters.)

So in SWG that translate to TKA/CARBINEER

Why not again just marksman and unarmed combat tree, because once again Commando is an END POINT.


Point is a profession is not what you're learning to be.

When you go to school for engineering your a student not an engineer. Afte you learn everythin you need to know you become an engineer.


So a true Commando would be a pistoleer/rifleman/carbineer/Tera Kasi/Scout


What I am saying is make the elite professions ENDPOINTS.


Stop making templates and restricting people to classes

You want to be a carbineer then you restricted your self. You should not be rewarded with things that can your small porfession better when other chose to make themselves better.


Anyway hope this makes sense. Im rambling.




Colonel Craxus Blade, Imperial Bounty Hunter/Master Carbineer(not so much)

Vorean Blade, Elder Jedi (Yeah my Glow stick is faster than your's)
Munter
Wed Jun 09, 2004 5:21 am
#316

mix and match


Please keep the combat system as is and do not force everyone to learn two master professions to achieve one Expert Combat Profession just because a few PvP players are muffed about being clubbered by an Artisan (As if this ever happens lol ).


Granted, someone who is a fighter, has two combat master titles and an expert title ought to be able to defeat almost everyone else in PVP, yet there are a lot of other classes which are helpless in PvE unless they are able to master at least one combat expert profession next to whatever else they are doing.


Please do not tailor the combat system to PvP players wild imaginations (you will never satisfy them anyway). There are more PvE players in the game then PvP players, .. and that is a fact !


I like the mix and mach business as it is



Freedom and life, for me, are the two sides of the same coin.
Munter
Wed Jun 09, 2004 5:25 am
#317

"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?"


Drop the Scout Profession and buy a Kadu. It saves your feet and you run faster then your friends





Freedom and life, for me, are the two sides of the same coin.
ArkonPhoenix
Thu Jun 10, 2004 4:51 pm
#318

To make things easier and more distinct in this game, you need to seperate church from state sot of speak.


Professions and Skills should not go hand in hand, but give you more freedom in what you want to specialze in.


For example of how a profession should work:

Bounty Hunter as a profession (or career)should have one strait line of boxes (no branches)able to reach master. That could be the investigation tree. Also, have no prerequisites, but make it a longer path. This would sort of resemble the jedi's current path where they have a single skill tree showing there jedi progress from padawan to master.


For example of how a skill should work:

Using Pistoleer as an example, How is pistoleer a profession? It isnt, its a skill. So, make a seperate set of skills for it. this should differ from the profession tree greatly though. Instead of 4 braches, make it 8 or more branches. Each branch as you go up will become more proficient in that type of attack. The first box would give you Fan Shot 1, the second box would give you Fan Shot 2 and so on. Of course each box will give you a bonus to Hit or Speed as you go up, but that should be determined and balanced on what you doing.


I hope this makes sense as I'm writing as I'm thinking.


This would make the game way more enjoyable and customizable. I do know however that since this would be a major overhaul of the current system, but this is an evolving game so I want to make sure this has been known.





I just hit a bunch of buttons and hope everything works out.

Click here for "Arkon’s Ideas and Suggestions for SWG".
Dasyra
Thu Jun 10, 2004 8:20 pm
#319

Change the Ranged Skill sets to be about skills, not Weapons!


Overview
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.


The goal of this document is to assist in providing players a specific role in combat instead of merely choosing a weapon type and the skills being a by product. The idea of a role based on skill sets should force players to use certain tactics. Also when line of sight is introduced players can change the balance in their favor based on their skills.


The Good and the Bad
-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)


Skill Tree Changes to Marksman


- Pistols becomes “Personal Defense and Subterfuge” fitting more in line with what we see in the movies of people who carry pistols and the types of skills they use. These types of characters are diplomats, spies, smugglers, thugs, and police officers. The role play theme these skills relate to are a fantasy rogue skill set.


- Carbines becomes “Assault Weapons Techniques” and fits in the movie roles of the military, police, bounty hunters, and very dangerous thugs. The role play theme these skills relate to are a basic fighter in fantasy games. They have the most access to most weapons and military equipment techniques.


- Rifles becomes “Sniper Techniques” and fits in the movie roles of the Military and Bounty Hunters. The role play theme these skills relate to are mages in fantasy games. These mages though have the ability to be hidden and do less damage than a mage of a traditional game.


- Ranged Support becomes “Veteran Combat Techniques” and fits in the movie roles of characters that had lots of combat experience and were wearing armor and had odd combat skills that set them apart. This is a sort of catch all and is a limited way to show the experience of a veteran fighter verses a green recruit. The simplest way to reward this is through giving access or modifiers to armor being worn as we see the types of armor worn in Star Wars is often a show of how experienced the fighter is, especially on the side of the Empire.


With such changes weapons cross over into other categories unlike the previous skill system. The skill set with the broadest options are those training in Assault Weapons Techniques. They can use most weapons available and have the broadest skill set to inflict damage at all ranges and even change to an appropriate weapon for the circumstance to get the best bang. The sniper can only use long ranged rifles and long range carbines and is useless in close combat while they also rely on sneak attacks. The personal defense techniques would use any weapon that could be concealed, spilling over into a few carbines such as the smaller snub nose as well as be useless at long range but very strong in close quarters.


Quick Overview of Elite Weapon Skill set changes.
Pistoleer becomes “Advanced Subterfuge and Personal Defense”
Carbineer becomes “Advanced Military Techniques” or “Advanced Infantry Training”
Rifleman becomes “Advanced Sniper Techniques”


Advanced Subterfuge and Personal Defense
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.


Advanced Military Techniques
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.


Advanced Sniper Techniques
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.


Most skills in the Sniper set can not be used while running, you must be prone. Melee and Pistols counter snipers very well with the proper training. Melee is always good as the miss ratio for a sniper is a default 95% while within 25m range. This is a long range skill and is ineffective up close. It is also a considered a specialized support skill much like a mage in other games but relies on stealth instead of high damage and needs other players to taunt and cover them to be of most use.


Melee Skills
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.


Melee can have good skills for small spaces like in base defense where the fighting is pretty much a brawl after gaining entry to a base. Also bring back the idea of being able to become solid against opposing faction members. This way melee users can block hostiles from getting to their friends or heard them around, might even be able to shove enemies away and such which will give them the ability to protect snipers and bases easier. Only melee users can become solid and only against opposing faction.


Skill Set Gems – Opening up Special Disciplines.


Pathfinder
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:


Ranger (Tracking + Camo Master) with one elite combat discipline mastered.

This discipline along with a master ranger is used to counter hidden players and scout for enemy positions with specialized equipment and skills. This skills set allows the character to be a true master of finding enemy installations and reporting enemy positions. They have stealth abilities while traveling on foot in which their radar dot is not shown, but if in combat of any sort they instantly show up as normal.


Additional Notes:

Pistols gain a subterfuge bonus and have an automatic bonus applied during scans of illegal items. Smugglers get a bonus on top of this to hide all sorts of items, so a decent smuggler will always have a hidden pistol. A drawn held pistol will get scanned, only a non-equipped pistol has the bonus to be hidden. The pistol skills with the tag weapon let pistol type characters keep their weapon active even though it is hidden in their backpack.


Invent some areas that require weapons to be stored in something akin to a bank to get in and only people with pistols and smugglers can sneak those items past the guards. Upon a failure and the items are found they are put in the storage area while only the hidden items remain. Could be a new dungeon or maybe in the space expansion if boarded or something similar where weapons are taken away from players and they are transported to a holding location and must break free.


Add substitute disciplines. These are disciplines that can take the place of a certain disciplines in a skill tree, except it is a total exchange. You can have a choice of Discipline A or Discipline B but not both. An example would be the bounty hunter lightning gun skills. Instead it could be a substitute discipline that can bring in the dual pistols, explosives, traps, flamethrowers, lighting gun or others. This would give people the ability to master but be in line more with the original intent of the skill system and have varied characters instead of this sort of pseudo class system because of the master focus which is especially true for PvP players where everyone ends up down a similar template. So allow us to compete but also allow us to choose what we want to be.



Das.

"A Jedi uses the Force for knowledge and defense, never for attack."
Munter
Fri Jun 11, 2004 1:52 am
#320

Now, I do like the Mix and Match system (especially the one in Diablo II :smileywink Anyhow, I do not like the Box System. Right now I would wish for a gradual inpovement of skills as they are exercised.


This has been nicely inplemented in Morrowind to my knowledge. The trainers would then just be there to open up the next stage of gradual improvement. Hmm...what I really wish to say is that I would like a continuous reward for effort and not a once in a blue moon reward which i need to pay or beg for. This also would take( I might be wrong there) away the feeling of grinding,I mean...who ever complains about going to the Gym But I think it would be really neat to notice ones skills improving gradually when hitting those nasty Durnies.


Something else. The AP system (as it is now ) needs an overhaul, or even better...do away with it all together because it serves no purpose as far as I can see.


Let me give you an example: Have done it myself. Take a profesion you don't want really to persue , like dancer. Then put your Char on afk and when you have gathered a few thousand exp have your friend teach you a dancing basic skill, surrender it and have your friend teach it again.Your Dancer friend can make 640 AP in an hour. SO ? What is the sense in AP's ??


Yea, and the idea of having a few more Skill-Points is a good one also. Maybe not so many as to learn a completely new profession, but enough to tie up loose ends, maybe another25 points or so.



Freedom and life, for me, are the two sides of the same coin.
Munter
Sat Jun 12, 2004 5:03 am
#321

One thing more to the topic of AP's. Master titles in my opinion ought not to be achieved through an AP-point system but by completing a Master Quest. This would be much more fun and take much of the present frustration out of becoming a master. Gathering AP's at present is just another form of grinding.



Freedom and life, for me, are the two sides of the same coin.
customx
Sat Jun 12, 2004 11:18 pm
#322

please leave all profs as they are or at least leave it so we can take out stuff on our own that is how i make my money by killing rancors and such PLEASE dotn make it so i have to bring 10 friends to get one lair PLEASE PLEASE ill never ask for another thing



Master Docizzle
Master Swordizzles

AndrewV
Mon Jun 14, 2004 4:58 pm
#323

Well what about a hybrid like master pike and master ch hybrid. Im thinking creature tame master. i only say this becuase in star wars (the episode does not come to mind but its the one where luke got to jaba to resque han solo) the person who owned the rancore was holding a shock lance. so you devs could work hard and make this pro and let them master more powerful creatures (ya all my ideas suck so i will doubt any one will like it)

you devs can think about it


chasyork
Mon Jun 14, 2004 5:23 pm
#324

Hope this even gets noticed this far back


I think there’s another very important element to take into account: rebalancing the distribution of skill points in the skill tree. While I know there’s a lot of talk in rewarding the “master” of a profession more, I think the current rewards are already near the point of imbalance.


The benefit a skill box brings should more closely reflect the amount of skill points it costs. Currently, the 1-point “Master” slot offers an incredible bonus compared to the 5-point slots just above master- almost more than all 20 points in the first row. I’m not asking for a matching bell curve, some reward can be given to reflect the time and effort of the player, but it needs to be balanced more. Doing so will bring a number of important balancing elements into place.


In most endeavors, there is a point where increasing the level of effort placed on a task will offer less returns than the same increase would have earlier. In skills, many take a high initial effort to learn, followed by a steady learning curve, until a degree of proficiency is established, then the returns start to get marginal. The SWG model gives ever-increasing rewards rather than marginal ones.


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

Alleviating The “What Next” Syndrome.


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.


It’s not just that PvP is buggy, it’s also that the people participating have climbed to the top of the mountain without EXPERIENCING the thrill of the climb. Now that they’re there, it’s a tough transition to a non-objective based gameplay.


Giving Novice Crafters An Option Other Than Grinding
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…

Crafting in the game is matured. Right now, the weapon experimentation bonus is earned at intervals of (novice) 10 – 10 – 15 – 20 – 20 – 25 (master) while the skill cost for those same boxes goes 6 –5 –4 –3 –2 –1. Someone that’s completed the first 2 skill boxes of crafting techniques has spent 70% of the skill points, but has on 35% of the total experimentation points. Now, at a time when the XP costs for the next skill are SUBSTANTIAL, they’re nowhere NEAR able to make a moderately competitive product.


Bringing PvP to the Masses
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.


By re-adjusting the skill allocation to better reflect the skill cost, a second-tier (all “advanced” skills) player would have nearly 70% of the skills of a master. Thus, people could feel confident that, while they’re not as skilled as a master, and likely wouldn’t win at 1-on-1, they can contribute to PvP. Right now, all they are is another target to shoot at.


Easier “Dungeon” Design

Lately, the devs are getting heat for building “too easy” or “too hard” places to adventure. One of the problems seems to be that the game is divided between the “mastering” players and the “casual” players. The casual players don’t grind- they earn XP as they experience the game. Many are career-minded people, and it would take a good 2 months or more of all their playtime to get a master.


One of the difficult issues for a developer in a multilevel game is defining the “baseline” to develop FOR. Right now, novice-level dungeons bore the master soloist, and master-level challenges frustrate the min-level players. When the developers promoted the corellian corvette missions, people wanted a challenge, but the dungeon all but excluded the non-master professions. Now the mandalorian mines have even frustrated most masters away.


Most players, casual and grinder, can reach between intermediate (1111) and advanced (2222) in a non-novice profession within a reasonable time. By “balancing” skills as suggested, you create a baseline for development right here, where masters are at most, 30% stronger, and people at the lower levels are still learning the game mechanics, or will reach this plateau soon enough. Develop dungeons where a LARGE team at this level would feel challenged. Masters can feel the challenge by making smaller groups, but the dungeon is now accessible to a larger audience.


More Character Variety


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.


Put the power of the profession back in the skill branches; make master more marginal in its benefits, as befitting a 1-point skill cost. After all, the difference between “master” and “4444” is simply the amount of starport spamming one has done to find people to train.


The player guide encourages players to think outside the generic “class” system that plagues all RPG’s, but the game structure rewards those that seek pigeonholes. Bring back the breadth of options.
MasterHydro
Wed Jun 16, 2004 10:31 am
#325

NERF THE COMBAT MEDIC POISON/DISEASE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 1!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

NERF THE COMBAT MEDIC POISON/DISEASE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!





no really, it is way way to powerful, requiring anyone who enters combat against a player to have doc skills or you can't beat em, same with pike DOTs, when ppl are popping out a 500 mind fire, and mind poison, and mind disease, its impossible to do anything bout it unless your a doc



Hydro Coreillas - I miss my pikes=(
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