Development Cycle Archive

Thread: In Concept: One Sentence Combat Change Requests

Niamai
Sun Jul 18, 2004 12:22 am
#859

Hahahahahh...you said "Combat Balance". Didn't you see that is coming after JTL? That means it is at LEAST 5 months away, which is 5*15=$65 away. You can buy another game with that money where these problems are fixed NOW. LOL
Solen80
Sun Jul 18, 2004 12:42 am
#860

Create new types of craftable armor from various loot drops, that drop at a standard normal frequency, and have the new armor have special resists to the different damage types, while having weaknesses to others.





(Basically, add new armor, change exisiting armor, make some of the armor "specialized" against certain weapons)


Think of it like archers beat horsemen, horsemen beat infantry, infantry beat archers, but in a armor/weapon sense.



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BattleSw0rd
Sun Jul 18, 2004 1:10 am
#861

you wanna know what needs to be fixed? fix the griefing system....make it impossible to 3incap kill someone just to cause decay, MAKE IT USELESS TO CAMP A INCAPACITATED BODY! FORCE THE PERSON TO DEATHBLOW!



Colonel Driscale Kardde
Imperial Pilot Ace/Master Smuggler
KakTech Elite Weapons
Waypoint 4478, -5443 on Lok


"Courage Is Doing What You're Afraid To Do.
There Can Be No Courage Unless You're Scared"
--Frank Rickenbacher WWII US Ace Pilot

BattleSw0rd
Sun Jul 18, 2004 1:11 am
#862



Gibantha wrote:
Would love to be able to heal mind during combat.





ummmmm combat medics....next question



Colonel Driscale Kardde
Imperial Pilot Ace/Master Smuggler
KakTech Elite Weapons
Waypoint 4478, -5443 on Lok


"Courage Is Doing What You're Afraid To Do.
There Can Be No Courage Unless You're Scared"
--Frank Rickenbacher WWII US Ace Pilot

Xigence
Sun Jul 18, 2004 1:48 am
#863

I would have to suggest finishing the game you released a year ago before releasing an expansion that will be just as flawed as the game it is expanding upon.
rogi-osy
Sun Jul 18, 2004 1:59 am
#864






ForceDisturbance wrote:





ZooparnaMS wrote:

Stop holding off the combat revamp







Ditto.


Maybe listen to your player base while you are at it. TH, I know you are only the messanger, but this means you are the "face of the devs" to us. So, I would suggest taking a look at the 1000+ angry posts that followed your announcement.







agreed



------------ ROGI OSY---------------------

Tanen
Sun Jul 18, 2004 2:30 am
#865

75% PvP reduction on CM poisons/diseases and 50% reduction on medic buff
Techdevil
Sun Jul 18, 2004 2:30 am
#866

Listen to Tanks and act upon his sugestions NOW.



Reemus (PM) Lowca

Romin (RSO) Farstar

Nightshade Testcentre
Cohen001
Sun Jul 18, 2004 3:58 am
#867

Rangersdesire to become more thanskill pointdeficient "super-scouts";we are particularly interested in having increased defence and offence combat capabilities against creatures, wild or player-controlled, giving us a role in both PvE and PvP and the GCW;this can be accomplished within the current state ofcombat by using existingcode such ascreature to-hit, damage stat mods, & toughness; this would allow us to be the greathunters we were meant to beandnot force us to drop the profession welove tocompete withelite combat profession stackers with only novice scout.



Charlize Sommees
Master Rangerete / Master Riflewoman

Tiopani
Sun Jul 18, 2004 4:06 am
#868

Fix Specials for ALL professions.
smackity
Sun Jul 18, 2004 4:23 am
#869



DWICrafting wrote:
Make faction armour craftable - give it inherent stun resists and an airtight helmet for poison / disease resists.


Then at least we'll have Stormtroopers vs Rebel Marines at fights instead of Composite vs Composite.




i agree, but the resists to stun would have to be as high or higher than the rest of them, comparable to comp armor to incurage their use and only allow 1 set of armor per player at any time. If they want another set they'll have to destroy their current set first, and sorry its 2 sentences instead of 1.



Tyde Storm-Rage
- I support werking with the developers, for a well balanced game thats fun to play You can too
Isacoast
Sun Jul 18, 2004 4:27 am
#870






TajiAhneekoo wrote:

Add a scope based attack system for long range combat (most applicable to Riflemen, maybe BHs).


That was the one sentence deal, here's my justification for those willing to read...


I was a Marine for 6 years. I qualified on rifles 6 times. I made expert 5 times. Not once, never, did I ever fire on anything under 100 yards. As most of you know, we used a M16A2 service rifle with adjustable sights, no scope.

However, with the very advanced T21 rifle, I can't engage ANYTHING unless I am within 64 meters (around 68 yards).

Now, I am awful with pistols. 3 qualifications as a Sharpshooter (that's 2 out of 3, expert being #1), and there, I was firing at 25 feet tops (about 7+ meters). Yet I can successfully engage with a scout blaster at the same 64 meters I do withmy rifle (not as well, but shooting a lot faster helps make up for it). If simpler games such as Metal Gear and Halo can offer a rifle sighting system (you have to account for breathing, aim needs to be maintained, not just set and shoot), why can't SWG?

Summary : make snipers actual snipers, make ranged combat truly at range. Only the rebels at Gettysburg ever had to wait to fire until they saw the whites of their enemies' eyes.








NIce first post




ZQuetzalµ
D A R K J E D I O V E R L O R D
§
sith incarnate §

Voicu
Sun Jul 18, 2004 4:34 am
#871



NinjaPizzaBoy wrote:
To fix combat, I suggest you do this -
http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=37212#M37212
It's the link to yesterday's heroic news of the combat balance happening in 2005!





Hmm just tried to go there... and they deleted the post... how LAME.



Dradin SinQuee
Master Doctor/
Master Combat Medic/
Darkhawk1138 = Lowiebacca in game.
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