Development Cycle Archive
Thread: IC 1-17 Star Wars Galaxies Combat Profession Mix and Match
A big beef I have is that SWG mixes up professions with skills. That is to say you learn skills, and once you have learned those skills you become a Bounty Hunter, or you become a Smuggler. This is flat out wrong.
The prequisite for a bounty hunter is that he be able to kill his mark, through whatever means. The prerequisite for a smuggler is that he be able to transport illegal goods from point A to point B. These aren't skills ... these are JOBS, and shouldn't have any bearing on the SWG skill system.
It is wrong that Commandos are the only class who can use grenades - - - infantry soldiers are trained with grenades. It is also wrong to actually create a profession named "Commando" - - - let the player decide what he is. A commando in my book would be a combination of a ranger and marksman, with some of the SWG Commando for grenades and explosives.
I think instead of having these skills amount to some of these "professions" you should follow the route of the rifleman, the pistoleer, the carbineer... etc. These aren't professions so much as they are disciplines and that is key, because really at the end of the day a pistoleer, a rifleman, or a carbineer, or anyone for that matter, should be able to be a bounty hunter, or a smuggler .... as long as they can kill a mark, or transport goods.
Instead of listing some of these professions, concentrate on disciplines. Instead of a Commando, make it a Heavy Weapons specialist ... and put it over the Ranged Support IV like Pistoleer, Carbineer, and Rifleman are over their respective skills.
Weed out some of the other professions. Smuggler is a job. Bounty Hunting is a job. There is no Mercernary profession, thankfully, which is good because its a job too! Really they parallel with the job of soldier, and they don't belong in skill grouping. Smuggling/BH'ing/Merc work should all be regulated in a 3rd Faction, the Underworld.
Take the skills from these professions and move them elsewhere. Give slicing to a computer oriented profession. Give spices to chefs. The same can be said with Investigation from BH, and Track from Ranger. Instead of these two professions, create a Investigation discipline. A Ranger, what is that? Someone who can give me camo? Big deal, learn that in basic!
Instead of the hierarchy of skills presented, SWG would be better off if every character could follow a linear route of skills, that would assist, not determine, jobs/professions.
I'd love to see a Rifleman, with Computer/Slicing skills, who worked as a Bounty Hunter for the Underworld. What I don't like is seeing a Master Scout/Master Marksman who is an Expert Bounty Hunter, held in check by a boundary.
Exactly as you said it allows you to mix and match professions to create a hybrid that is more powerful than each of its parts.
What do you think the weaknesses of professions mix and match are?
I don't think there are any ifall professions (AND the stacking of professions) arebalanced properly. I love the current system.
How do you think we should maintain the unique skillset flavor the game is built on?
I think the devs are getting this totally wrong by eliminating stacking. This is DEFINATELY not preverving the system. Example: A player masters both Teras Kasi AND Rifleman. Through these character templates the player would get a long range and short range weapon, plus the benefits and resistances of both classes (assume stacked).
What are some neat combinations that would be good for the game?
Everything is a good, neat combination...I don't want devs to push anything. Just balance everything, and let players choose their own path.
Anything else you want to say on this subject?
Yes...you are taking the TOTAL wrong route on stacking. Please reconsider...
Zutan wrote:
The single biggest problem I have with the current combat system is the way HAM works for different classes. i.e. why would you want to have 1 pistol 1 carbine and 1 rifle in a group?? They do damage to different pools and do not really contribute to killing something faster.
Currently the most powerful group is one comprised of people who all do their dmg to the same HAM pool. We need ways to focus damage to one pool.
Personally I think all combat damage should be done to Health. If Health is depleted the enemy dies. All weapons firing on autofire and most special moves should be against Health.
Action pool "damage" should only effect special moves and things like burst run. Only certain types of attacks should hurt Action pool. Action pool depletion should cause Incapacitation but not death.
Mind pool damage should effect things such as accuracy and ability to stay standing. Only certain types of attacks should damage the Mind pool. Mind pool depletion should cause incapacitation but not death.
As for professions to have some sort of role.. There should be special attacks from each profession that are designed to do something to the enemy that someone of another combat profession cant do. A few examples: Carbineer should have special moves that effect the enemies use of Action pool and Special attacks in addition to the normal Health damage they can do to contribute the the enemies death. Riflemen should have special moves to allow "single pull" of creatures from a group as well as ways to deplete and otherwise effect the Mind pool of the enemy.
I agree. The HAM system is one of the worst things about this game. Only health should lead to death or incapacitation. Action and Mind depletion should not lead to incapacitation. These pools should only be used for special abilities, each having different types of abilities that draw from it and perhaps the secondaries could be used for things such as dodge modifiers, poison resist checks, etc. For example, combat hits that do a lot of damage should take a lot of Action while hits that specifically target the Action or Mind pools in order to drainthem and prevent the target from using a special ability should take less Action and more Mind to execute. Healing should take Mind and perhaps a little Action and most combat moves should take Action and perhaps a little Mind. This would make mixing and matchinga littlemore dynamic in that each profession would need a different stat migration more than they do now and people don't have to worry about killing themselves in combat with their own abilities. People would also have afew new ways to focus their characters.
What do you think the strengths of professions mix and match are?
The ability to create a template that you have fun with.
What do you think the weaknesses of professions mix and match are?
The main weakness I see is there is alot of combinations that just are not possible. There are alot of classes because they have such heavy requirements for the elite class they prevent alot of other class combinations. Is this on Purpose. Only you Devs can answer that.
How do you think we should maintain the unique skillset flavor the game is built on?
Dont change the skill points, just adjust the bonuses granted with each box. This will require some homework to balance defense and offense stacking. I think They should stack, just spread the bonuses over the whole class not just a certain line like you did with CH.
What are some neat combinations that would be good for the game?
Master Doctor / Smuggler! Not possible with the current skillset. Smuggling Illegal spices and designer drugs! No I am not a junky just would be a fun combo I think. Specially with the Smuggler content coming. Hey what can I say I like Han Solo in the original SWG trilogy, seedy character and a nice guy!
Anything else you want to say on this subject?
If alot of the outstanding bugs/Issues were addressed and not assigned a proiority and then placed on the back burner alot of the noise on the boards would go away. Its amazing how the little stuff is so important to people. Then we could get to the constructive content and improvements
Whatever happened to the alluded to "elite" or "specialty" masters that was first mentioned with architects and player city structures? My Weaponsmith could elect to use another 30-40 pts and decide to be a Melee Weapons specialist, or my Master Heavy Swordsman could follow an elite path that gave him superior defense OR offense when wielding a bladed weapon.
I love the mix and match style of this game, it's one of the major reasons I was so pumped about it, but in all honesty it needs to cost us more to be so diverse, otherwise balancing is going to be extremely difficult. My Swordsman (in the current system) can KD, delay for 20 seconds, meditate off all of his wounds, put on some serious mind bleeds and then switch weapons and dizzy and health bleed, THEN heal himself for 800 pts with a good stim-b. All the while having both ranged and melee defenses of over 125. I love it, I have a nitch, it is as an all purpose destroying machine. Is it unbalanced? compared to someone who uses some points in something other than combat, yes. The issue I see is that the branching career system gives us the opportunity to select and choose what parts of what profession we want, why not just have branches for those skill anyway. For example, I choose the pistoleer branch and go up it for some of the specials, then I also decide to go up the speed branch a bit for some better speed, I am gonna hope I get some good armor so I am gonna skip the defenses branch and instead go up some in the offensive branch, finally out of the misc. branch I think I will choose an intimidate skill since my defense is so low.
I know this is not really an option, but it is basically how we are building our characters right now. With this set-up though you have much more control over points vs. skill gained since the branches would all apply to the profession you decided to go with.
I agree with this. Players who master multiple professions should get much more benefit. I think that mastering more than one combat profession should give significant advantages over mastering just one in areas that relate to both. Let's take the Teras Kasi/Rifleman example. It would be kinda neat if having the master box in each activated some skill stacking where Teras Kasi skills such as toughness an defensive acuity worked at say 25% of their maximum capacity in addition to Rifle skills while using a rifle in addition to the melee/ranged defense mods thatdo already, and should continue to, stack.The part of stacking that is bad is when people can have multiple professions but not master them and be better than someone who mastered two at something that was particularly related to those two the second person mastered. If each profession has a predefined role, designed by the developers with an overall goal for the entire combat system in mind, this will become much easier to do and will work out better for players.
Daker-Naritus wrote:
Put simply...players who master multiple profession DESERVE to have the benefit of stacking.