Development Cycle Archive

Thread: In Concept 1-1: Combat Roles; Bounty Hunter

zounds_klaxons
Thu Jan 22, 2004 1:29 am
#79


What defines theBounty Hunterrole in combat?


the master bounty hunter should be a ruthless killer. a professional, able to use many different types of weapons and styles of combat to overcome their foes.


What basic combat elements should they possess?


bounty hunters should be accurate and fast in combat with an umber of different weapons, specials, gadgets, and traps at their fingertips. as bounty hunters hunt sentient beings for a living, money should be no object and they should have the best weapons and equipment available.


What offensive abilities?


in addition to weapon diversity, bounty hunters should have specials for every occasion. whether it be knock downs, state changes, bleeds, burns, or pool targetable highly damaging shots, bounty hunters should be able to take out foes quickly. additionally, it should be expected that bounty hunters have a number of player traps or gadgets useful for fighting, such as poison darts, gadgets that might delay opponents attacks, or snare darts making opponents' combat styles less effective.


What defensive abilities?


i invision bounty hunters to be purely offensive. in my opinion, bounty hunters should lack a high amount of defensive skills. in long drown out battles, or in battles against multiple opponents, or even in battles where a heavily armed opponent "Gets the drop" on the bounty hunter, death should come quickly. in that respect, the bounty hunters prime mode of defense should be body armor. hopefully their highly tuned offensive abilities should offset their lack of defenses.


What unique abilities?


player traps used to take out enemys, combat bonuses against foes caught unawares, the ability to track players using droids over long distances, and even the ability to stealthily creep up on foes (and remain invisible to player radar)should all be considered bounty hunter unique abilities. additionally, a player bounties, in the form of a "Deathmark" or "jedi bounty" system should only be enforced by bounty hunters.


Should add what advantage or asset in group combat?


buonty hunters should be expect damage dealers, as well as exploiters of defensive flaws. in groups, they should excell at dealing damage and if paired with good tanks (meat shields) or other professions used in crowd control, should really help in taking control of the situation and turning the tide for their allies.


How could/should they interact with other professions?


bounty hunters are, for the most part, solitary hunters in most respects. in hunting parties they should be considered a welcome addition to damage output, but most bounty hunters should be more concerned with hunting bounties in order to afford their expensive weapons and armor.


What interaction / dependencies should exist with other combatants?


in principle, anyone could find themselves with a deathmark (when failing high ranking missions with disreputable NPCs), however, i feel that bounty hunters will usually find themselves dealing with smugglers and jedi more often than, say, pikeman for instance. although, if a dancer fails to do a good job dancing for some of jabbas friends (lets say, a dancer failed some kind of high level jabba dance mission), it should be expected that jabba would put a price on her head as well, in which case a bounty hunter would be left to enforce said bounty.


What should be their unique role in the Galactic Civil War?


jedi population control. enforcers of the deathmark system. bounty hunters arent soldiers, they are assassins, and in long fire fights it can be expected that a bounty hunter wont last very long on the front lines.




Zounds Klaxons
Kettemoor

All the dead ghosts of rock and roll
Are gonna follow you wherever you go
Josue15
Thu Jan 22, 2004 1:31 am
#80



I think Jest3r post hit the BH Profession right on target. (I love his response to What unique abilities?)


****Specialized equipment designed to give the Bounty Hunters that trade mark cool factor as well as a specialized advantage in 1v1 conflicts. from a post I wrote long ago as an example:


The BH should be able to Dominate any other combat profession 1 on 1... simply put period. However we cannot simply give the BH the upper edge which would lead them to be the supreme combat class for all situations, otherwise my beautiful GCW will be filled with only Bounty Hunters. Finally the Master BH also needs to own all the Dabbler BH types as well in 1v1.


My suggestion Leave BH as they are but give them a new toy. It would be a status symbol, it would have continuity, it would add to the Starwars feel.


I say give the BH the equivilant of a PvP trap. The design I would suggest would be a specially crafted subcomponent that would fit in any armor wrist bracer. equiping the bracer means the weapon is equiped and ready for use. the Graphical design could be exactly like Bobba/Jango Fetts wrist launcher. Allow it to be colored by the crafter.


Allow the BH to gain Nuero-toxin dartswhich apply states not damagein the investigation line, (so investigating and capturing marks would fall under this category). They would create these darts and drag and drop them much like power ups are dragged and dropped on weapons, giving the wrist launcher so many uses.


Investigation I would have Stun Darts


Investigation II would have delay darts


Investigation III would have Dizzy Darts


Investigation IV would have KD darts


Master BH would have a dart that applies all of these states.


range 64 meters, speed of the weapon would be 30 seconds.


So basically as a Master BH you could fire a dart that applies all the states of stun dizzy kd and a 10 second delay, give the weapon a high accuracy. It essence in a 1v1 engagement the BH would be hard to beat, the long time between uses ensures the BH does not dominate multi person conflict such as my GCW, so while BH players would be highly sought after other professions would just as suited to the GCW.


__________________________________________________________________________________________


What defines theBounty Hunterrole in combat?


The BH should be the ultimate hunter of the humaniod prey, The BH should be able to track down and close on thier intended individual target and have the means to take them down effectively and quickly.


What basic combat elements should they possess?


While BHs should have some profession defining combat skills in no single area should the basic combat skills exceed that of a master of that individual weapon type. Bounty Hunters have access to a wide variety of weapons, a jack of all trades which uniquely when put together allows them to take down most targets singley.


What offensive abilities?


On top of the basic combat skills, Bounty Hunters need some class defining tools and abilities that allow them to excel at 1v1 combat. More then likely this could be easily achieved via special gear that can supplement thier regular equipment to effect the target with state effects and such that give the BH a severe advantage, these special tools however should be designed so that the advantage lies completely within the aspect of the 1v1 combat and not in the greater actual war level combat conflicts (slow rate of fire as an example for the special weapon.) One such weapon could be a specialized wrist launcher worn and equipped bracer, examples are seen being used by Jango and Boba fett in the SW movies of thier specialized weaponry which defined them as bounty Hunters.


What defensive abilities?


Defensive abilities should be on par with all the other master level abilities, since BH takes so many skill points perhaps providing an equal number of ranged and melee defensive abilities in the single profession should be considered, since most others can dabble in other professions.


What unique abilities?


Specialized equipment designed to give the Bounty Hunters that trade mark cool factor as well as a specialized advantage in 1v1 conflicts. from a post I wrote long ago as an example:


The BH should be able to Dominate any other combat profession 1 on 1... simply put period. However we cannot simply give the BH the upper edge which would lead them to be the supreme combat class for all situations, otherwise my beautiful GCW will be filled with only Bounty Hunters. Finally the Master BH also needs to own all the Dabbler BH types as well in 1v1.


My suggestion Leave BH as they are but give them a new toy. It would be a status symbol, it would have continuity, it would add to the Starwars feel.


I say give the BH the equivilant of a PvP trap. The design I would suggest would be a specially crafted subcomponent that would fit in any armor wrist bracer. equiping the bracer means the weapon is equiped and ready for use. the Graphical design could be exactly like Bobba/Jango Fetts wrist launcher. Allow it to be colored by the crafter.


Allow the BH to gain Nuero-toxin dartswhich apply states not damagein the investigation line, (so investigating and capturing marks would fall under this category). They would create these darts and drag and drop them much like power ups are dragged and dropped on weapons, giving the wrist launcher so many uses.


Investigation I would have Stun Darts


Investigation II would have delay darts


Investigation III would have Dizzy Darts


Investigation IV would have KD darts


Master BH would have a dart that applies all of these states.


range 64 meters, speed of the weapon would be 30 seconds.


So basically as a Master BH you could fire a dart that applies all the states of stun dizzy kd and a 10 second delay, give the weapon a high accuracy. It essence in a 1v1 engagement the BH would be hard to beat, the long time between uses ensures the BH does not dominate multi person conflict such as my GCW, so while BH players would be highly sought after other professions would just as suited to the GCW.


Should add what advantage or asset in group combat?


Specialized equipment see above, providing these hunters of humanoids and advantage in 1v1 conflict.


How could/should they interact with other professions?


BH should have an advantage over the single player, however in larger scale battles the balance of advantage should go toward the trained soldiers (commandos, riflemen, carbineers, pistoleers,pikemen,swordsmen,TKAs)


What interaction / dependencies should exist with other combatants?


Of all the combat professions the BH should be the most self reliant, a wide assortment of weaponry they can use effectively in various situations, however as an example a pistoleer should be better at using a pistol. The benifit of BH should be from having access to the full variety of the equipment along with specialized equipment.


What should be their unique role in the Galactic Civil War?


In Large Scale Combats the role of the BH should be reduced to smaller scale engagements, Bounty hunters are not trained soldiers, thier role should be the focus of taking down a single specific target while the grand battle happens around them.



________________________________________________________________________________________



Josue' Thomas Jedi Knight

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RazaelDemron
Thu Jan 22, 2004 1:35 am
#81


Question, Concept


What defines theBounty Hunterrole in combat?


Incredibly effective soloist of single humanoid/non-creature targets. It is the one that relies on unorthodox and "dirty" means, as well.


What basic combat elements should they possess?


High offensive output. High in damage, speed, accuracy, and versatility. Not very affective in the midst of large scale combat. No area attacks.


What offensive abilities?


Versatile and powerful. The ability to meet the situation with the tool that is most appropriate.


What defensive abilities?


Specialized defense that promotes the one on one idea. A potential would be something that either a) significantly increases the defense against the current target b) significantly decreases the offense of the current target to the Bounty Hunter. No defense to targets other than the one the Bounty Hunter is currently engaged in combat with.


What unique abilities?


Gadgets and humanoid tracking. Things that further add to the one on one and mercenary role. Potentially it could be the use of gadgets that are individually one time use and must be purchased.


Should add what advantage or asset in group combat?


At most, the ability to track a target who is part of a competing group and the ability to leap into the fray in order to eliminate that said target. Very limited, otherwise. After the elimination of said target, the Bounty Hunter should be motivated to wait before entering combat again or should be penalized for engaging multiple targets. Gadgets could fill this by making prolonged combat against multiple foes extremely expensive or having to re-equip (each one time use gadget takes up a single action slot, once used, the slot is empty).


How could/should they interact with other professions?


Buying droids from DE, getting healed by medics and entertainers, weapons from weaponsmiths, armor from armorsmiths, buffs from doctors. Mainly interaction with support and crafting professions for the sake of preperation.


What interaction / dependencies should exist with other combatants?


Essentially none. Maybe partnering up for the harder targets. The partner's role would be dependent upon the type of target they are facing.


What should be their unique role in the Galactic Civil War?


Killing Jedi before they have the ability to affect it and potentially dropping harder targets or group leaders. Being able to find opposing forces.




Commissar Taleroth
Bounty Hunter/Mad Genius
The only way to be rid of temptation is to give in to it.
"Hey stop being a kill-joy jerkey." - STORMSHADOW

AnmeldungStinkt
Thu Jan 22, 2004 2:09 am
#82

I agree with you "GamerProx"

They should be superior to one target. And weak in all other combat terms.


The idea to take them away fom factions is reasonable.


Sounds like most want the BH to be a 1v1 class capable of defeat everyone (having difficultys with jedi) in a duel but not being able to go into group or "big time" combat.

Once the duel situation isnt there the BHs advantages arnet there either.
MrHackenslash
Thu Jan 22, 2004 2:41 am
#83

What defines theBounty Hunterrole in combat?


A Bounty Hunter is a tracker and trapper of NPC's Players. A Bounty Hunter should be to NPC's what the ranger is to creatures.


What basic combat elements should they possess?


A Bounty Hunter should possess special attacks that do not require specific certified weapons.


I.e. Like the basic overcharge shot for example, this is simply a special combat action that does not require you to have a specific weapon equipped, meaning a wider variety of uses and weapons can be utilised.


What offensive abilities?


A Bounty Hunter should be able to "debuff" NPC's and players through use of "gadgets" a new branch of trapping that goes up the BH tree from where basic trapping left off in the scout tree.


What defensive abilities?


The ability to stun, panic, disarm, ensnare and scatter NPC's in combat, Plus they should have decent defense modifiers.


What unique abilities?


A bounty hunter should make use of the trapping tree they have started in scout.


A bounty Hunter should be able to utilise new "traps" that can be utilised against NPC's and Players (not creatures). These work like standard traps with the ability to slow, poison, make vunerable vs melee and ranged and even stun for example.


The tracking tree should also be looked at. Maybe if Ranger got a better ability to hunt creatures.. the BH can get the abilty to hunt down NPC's and even players.


An ability to "mark target" should be added. This can only be used maybe once per hour. The player targets the NPC and uses the ability. Until that NPC is dead (or an hour passes) The BH has special "to hit" bonuses and maybe a few other advantages. MAYBE Once the NPC is dead the player can get a special money reward directly into their bank dependent on the NPC's CL.


Should add what advantage or asset in group combat?


The ability to target and bring down designated NPC's easier. The ability to track NPC's. Provide debuffs and dot through use of trapps.


A Bounty Hunter can "tie up" NPC's and players through use of their traps and abilities.


How could/should they interact with other professions?


Bounty Hunters should be a vital group member when facing a raid or hunt which involves bringing down a high level NPC('s). They offer support to the true Combat professions when it comes to combat. Much like how a ranger offers support vs creatures.


What interaction / dependencies should exist with other combatants?


A bounty Hunter is not a pure combat class. They should require a group to take down high level content.


They should require weaponsmiths and armorsmiths to make their weapons and armor (and traps). They should require medics to help heal and all sorts of combat classes to help them in the fight up to their chosen NPC.


A Bounty Hunter's ability to beat down their chosen NPC should be a vital asset in group raids.


What should be their unique role in the Galactic Civil War?


A bounty hunter brings down his marks for rewards. They should be able to access special GCW missions like assasination which requires them to bring down a certain high level faction NPC surrounded by guards (maybe even entrenched inside a fortress). The BH then can enlist the aid of other faction members (who would want to fight in such a mission) to help him get past the guards and take down his mark.
shadowviper069
Thu Jan 22, 2004 3:06 am
#84

Idea on BH tree:


Keep Investigatebut fix the droid trackin ability.Maybe add humanoid tracking.


Combine pistols,carbines and RIFLES in one tree. Have combat XP(which we all know is harder to get then individual weapon) to lv this tree. Having different weapons for different ranges uses, stat effects. Could also include traps in this category.


Keep LLC which should be used as the KD weapon, (been close to a lightning strike and even though it didnt hurt me it put me on my arse), which can also be used for an escape weapon- area KD. Slow down the rate of fire so this doesnt become a primary use all weapon and where someone doesnt exploit it to take out a crowd by constantly knocking them down.


NEW BRANCH: Don't know what to call it but it would be a stealth/speedbranch.This branch would due things like lower tef timer or even conceal it. Increase burst run. could even have like a faction camo so youcan walk up to a target in a crowd that you have bad faction with and take out your target before the whole crowd attacks agros ya. And dont forget stealth attacks. Most likely use investigate xp to lv this field.


Alot of people mention basic medical self treatment put that at only MASTER level. I hardly see Mbh's for the number of people that have dabbled in the field so this engourages to do become Master.






Rebel Recruiter. " Come Join The Rebel army."
Possible Recruit, " Nice what are you going to give me to help take down this tyranny."
Rebel Recruiter, "Oh you will be equiped with our most deadliest piece of equipment, the Empire stands no chance against all of us rebels wearing these high tech Bicycle helmets."
Jedi_Redemption
Thu Jan 22, 2004 6:46 am
#85



What defines theBounty Hunterrole in combat?


A fearless hunter that stalks his/her prey for the sole purpose of money. It isn't a matter of going out and raiding a town that belongs to an opposing faction, but rather the ability to hunt down key figures, targets, or marks that correspond to the mission encryption. Bounty Hunters are not meant to take on a squad of ten people, or even a small group of three, but be able to hit theirone target it effectively and quietly with perhaps a running battle thrown in for good measure. This isn't to say that the mark will die immediately, but the difference between taking out a PC to taking out an NPC can be seen by anyone in the trade and anyone who is a Bounty Hunter and takes the profession seriously knows that discresion will prevail over all out assault.


What basic combat elements should they possess?


Firepower and strategy should be the two foremost aspects of this trade from the start. Defense is *not* the key to winning any battle, but having weapons that do the damage that they should do and having the strategy to be able to use them effectively should be the most basic points of any serious Bounty Hunter.


What offensive abilities?


Again, the firepower issue comes back into play. As stated earlier in the thread, a Bounty Hunter should not be the most powerful entity on the battlefield, but to be completely honest, you won't see a Bounty Hunter out on any battlefield because there isn't any profit in it. The offensive abilities as they stand work in a semi-fashion that help or hinder us depending on what we are using. Better accuracy with the pistol and carbine weapons would work wonders for some of the Hunters that do not have access to the "Uber" weapons that other people possess.


What defensive abilities?


Bounty Hunters aren't meant to be a defensive tank, or run through the wilderness just popping things left and right without fear of damage. The mitigation on the ranged damage is nice and it does work somewhat, but when the fighting gets in hot and heavy, we cannot be expected to go toe to toe with a heavy hitting mark when the weapons are only good at 7+ meters. Melee Damage Mitigation 1 and 2 would be great, even though Melee Damage Mitigation 1 at Master would be awesome at this point. I can count the times I've had a mark close in on me and then kick the crap out of me because my weapon wouldn't fire and hit accurately at a close range.


What unique abilities?


A mediocre Bounty Hunter will just fly into the middle of a crowd and start blasting to hit their target, drawing the attention of people and not really knowing what they are getting into. A seasoned veteran would watch their target and get into the mode of following, watching where they are going and get into a routine of knowing their mark and their habits so that they could come back at a later time and 'retire' said mark with very little stress or problems involved. Strategy plays a bigger key in successful Bounty Hunting rather than just blind luck. Impliment the innate ability to see what a Jedi {and hopefully in the future, other PC's} is resistant to depending on the armor that the mark is wearing. The examination on NPC targets is dead on in tellingyou what he/she/it is resistant to, but on a PC, you have no way to really know if your weapons or your tactics are going to work.


Should add what advantage or asset in group combat?


Bounty Hunters really aren't much use for anything but applying a bleed to a target and getting out of the way, staying out of the way and keeping themselves alive while the rest of the heavy hitters do their job and tack on the damage. I've never known a Bounty Hunter in Galaxies to be able to do much but fire a bunch of pistol shots and simply draw the aggro to become the first one to respawn in the cloning center and tell the rest of the group whether or not a Master Doctor is there to re-buff them.


How could/should they interact with other professions?


There are four professions that the Bounty Hunter should interact with at any given time and only one of those would be a regular occurance depending on whether or not the Bounty Hunter is actively tracking Jedi. The Weapon Smith for the weapons when they need to be replaced or repaired. Most people just go through weapons by spamming the special attacks, but perhaps an additional damage modifier for Bounty Hunters who have their weapons repaired every so often would work as well as giving the Weapon Smith a bonus for repairing said weapon a number of times. Armor Smiths to make or repair armor when necessary for the Bounty Hunter and creating the schematics for armor that is unique to that particular Bounty Hunter.


While I hate to steal ideas from others, it is disheartening to see that I am not the only one with Composite Armor and that without removing the Helmet, I look like the hundreds of others who have it, and that alone doesn't make me personally feel like I'm unique, but one of the masses that bought composite armor for the protection. A medic is always important to heal the wounds and heal the damage, but you would never really use the same medic twice unless there is a shortage of them on the server that the Bounty Hunter plays on and that doesn't seem to really be a problem.


The last profession to interact with, and I'm surprised that this wasn't brought up that I could see, is the Smuggler. Now, some of you reading this will look and wonder if I took a Gaffi-stick to the head a few times, but in therory, the Smuggler is there to smuggle illegal weapons, drugs and information. Currently, the only thing that a Smuggler can do that is worth anything in my eyes is slice the weapons, slice the armor and make the spice. Okay, all of that is great, but what about having the Smuggler gain the ability of knowing what planet a Jedi {or perhaps PC in the future} is hiding out on, perhaps with a thirty minute window of error and ONLY allow Master Smugglers to do this.


Reasonable fee for information could be declared in which a deal is worked out that the Smuggler gets 10% of the bounty for the information and the Hunter gets a good clue as to where his target is hiding at. With a Master Smuggler being able to do this only, that keeps the PvP template junkies from making money on something that they aren't really earning. What use is having the ability of making some extra credits on the side if you're willing to devote your time to the entire tree?


A Bounty Hunter relies on droids as of now to find their target, but when it comes to the Jedi, we can't track them with the droids and have to hope that one of them screws up and opens the ancient weapon in the middle of Theed so we can cap them.


What interaction / dependencies should exist with other combatants?


It's an un-written, but totally known rule that Bounty Hunters don't interact with anyone in the combat professions save for other Bounty Hunters, and even then there is no trust there. Dependencies would only work if you're getting ready to raid and turn an NPC, which requires you to have a Master Squad Leader, a Master Commando, a Master Bounty Hunter and a Master Smuggler {if I remember correctly}. Aside from that, there isn't any reason to have any interaction with any other combat profession save for the occasional hunt into the wilds, in which the Bounty Hunter is there to stick a bleed and get out of the way.


What should be their unique role in the Galactic Civil War?


Bounty Hunters are there for the sole-purpose of making money and making a name for themselves. They don't care about the politics, the back-patting or the rise to power, but rather the thrill of the hunt and the feel of the hard-credit in their accounts. Having Bounty Hunter Quests would be a good idea that go far and beyond the standard mission terminals. Although the 'Dynamic Missions' are nice, they really don't add much of a feeling other than frustration of trying to stumble onto a Jedi. Including Bounty Hunter Quests that give the hundreds of NPC's that stand around something more to add to the content would be great and add to the feel. Perhaps a Master Bounty Hunter only Themepark would be a good addition with some rewards ranging from Mandalorian Armor to Specialized Bounty Hunter weapons that aren't much different than what we have now, but with DOT's and higher damage qualities.


Just some food for thought and my two credits worth.




-D'Metri Zain-
-={Dark Jedi - 186 Badges}=-
-={Jedi Helper}=

Kal_Serrak
Thu Jan 22, 2004 7:44 am
#86

Given the basic considerations listed above, please answer the following questions:

*** What defines the Bounty Hunter role in combat?

The Master Bounty Hunter (yes, MASTER) should be the ultimate 1 on 1 or even 1 on 3 when using every ounce of what makes him or her a bounty hunter. I'm not just talking about weapons/armor, but other unimplemented factors and unique abilities that will allow a Master Bounty Hunter to survive most even battles.

The idea is to be able to have a chance to take down (kill/capture) any NPC or PC target in the game. All the tools and skills are at the bounty hunter's disposal, its up to the player's experience and dedication to his or her art that makes the hunt a success.

Bounty Hunters are not soldiers in the Imperial Army, and should not be treated as such in concept. If a Bounty Hunter just sticks to weapons/armor like a Pistoleer/Carbineer/Rifelman/TKA/Fencer/Swordsman/Pikeman would - they should be at a disadvantage every time (I'm not saying they shouldn't win, but it would be the player's skill instead of the character's template).

Bounty Hunters also require the most dedication to obtain mastery in their field (217 skill points). This means more combat related arts should be packed into the bounty hunter tree than is common is most other professions - gearing the most advantageous skills at the very top of the fields of investigation and master bounty hunter.

*** What basic combat elements should they possess?
(NOTE: I'm reiterating many ideas thrown around the BH Forum since Beta)

BH Weapon Mastery - In addition to the general increase in ability the bounty hunter gains with experience in many weapon styles, the bounty hunter should get a unique bonus to attacks using bounty hunter specific weapons (The Scatter Pistol and Light Lightning Cannon to start). This includes gaining unique specials for use only with these weapons that should aid a bounty hunter in his role, and not general combat (specials to disable opponents for capture, diversionary tactics to lower a target's awareness, etc.)

BH Specific Weapons - Many times though this post, you will see an emphesis on the equipment used by the bounty hunter. This should be the bounty hunter's greatest strength and weakness. Bounty Hunters should not be relying upon weapons found outside the profession to do bounty hunting work (general combat and warfare are different stories). Top line stun weapons, restraint weapons certifications should litter the bounty hunter trees. In the Star Wars storylines, various famous bounty hunters (assumably masters) used unique weapons not commonly found among other combatants and made them extremely effective.

Technical Knowledge - A Master Bounty Hunter should understand every inch of his or her equipment, and how to use it at its most effective. Since I doubt this can be implemented as stated, there needs to be some sort of representation of this fact in the bounty hunter profession. A bounty hunter lives and dies by his or her equipment. The Bounty Hunter should be able to apply innate bonuses to weapons, armors, traps, droids, and so forth based upon his or her progression through investigation (the more the bounty hunter works at their craft, the better they are at using their equipment).

Droids - The Bounty Hunter should be the only profession allowed in the game to (legally) use advanced combat droids. This is another "equipment" factor.

Combat Advantage - A Bounty Hunter should have the ability to use the fact the he or she is in fact a bounty hunter. Some in the BH Forum call it /focusofthepredator or Reputation. A form of intimidation.

Dirty Tricks - A Bounty Hunter is also a scoundrel, much like the Smuggler, and to a lesser degree should have secret tricks in order to capture targets. Something along the line of special components built into the armor or equipment that give added functionality (such as a hidden weapon).

*** What offensive abilities?

The Weapon Makes The Bounty Hunter - Bounty Hunter should need beyond "top of the line" weaponry in order to be at his or her very best.

The use of restraint and crippling attacks - This might end up overlapping carbineers, but the Bounty Hunter shouldn't be an all out damage occupation. However, when done properly they can reduce their target's offensive and defensive abilities to zero - and then make the easy kill if they wish. The downside of this will be the necessity of suprise or delay in order to effectively cripple an opponent.

Traps and Gadgets - Bounty Hunters shouldn't rely on their weapons to be a Bounty Hunter, or else there is no distinguishment in combat between them and soldier classes (Pistoleer, Carbineer, Rifleman, TKA, Pikeman, Fencer, Swordsman). In an one on one situation, if both the BH and a soldier just used weapons the bounty hunter should be at a disadvantage. They need to use traps and gadgets to even the playing field (or even give themselves an advantage). Items to exploit or add weaknesses, prevent escape (especially logging out), make an escape, make unique changes to a player's GUI (such as blinding another player by making their screen black out for a duration). A Bounty Hunter shouldn't survive an encounter without these items (save for luck, and skill).

*** What defensive abilities?

The Armor Makes The Bounty Hunter - Bounty Hunters are not soldiers and should not have formal defensive training (Defenses vs, etc.). However, like in weapons, the armor should make the bounty hunter's defense. This should be interpreted to mean that Bounty Hunters get access to specialized (or customized) armor types that will resist certain attacks.

Knowing When to Fight and When to Wait - Preparation is key to a Bounty Hunter. Studying the target, learning his or her strengths and weaknesses, having access to weapons/traps/droids to exploit the weaknesses and armor/equipment to protect against the strengths should be the bounty hunter's defense. The Bounty Hunter is a *hunter* not a soldier. The wrong move, the wrong equipment, the wrong timing and the bounty hunter dies.

*** What unique abilities?

Specialization - The Bounty Hunter, with its enormous cost, should be allowed two specializations of combat and/or non combat professions. (Think of it sort of like the Jedi Profession's ability to branch their development). Single training to strengthen aspects of the Bounty Hunter (possibly to the detriment of other skills) in order to provide a unique feel and play style to each bounty hunter. Such things like weapon specializations, tracking, slicing terminals, defense, piloting, trapping, poisons, etc. Look at it as the preferred method the bounty hunter wishes to use to get his or her job done. Perhaps going so far as to adopt a similar system of developing/training a bounty hunter as the Jedi have.

NPC / PC Trapping/Devices - Items to add or remove a target's ability to perform a certain function. Draining weapon power (condition), removing a special resistance from armor, blinding an opponent, slowing movement, scaring off creatures - examples of possible equipment ideas. An indirect combat approach, using time to apply the proper combination will help guarentee a bounty hunter's success. Use the wrong combination or run out of time and the bounty hunter will surely fail.

Investigation - Bounty Hunting is more than "Get a bio-signature, launch droids, kill." Our targets should have defenses against traditional tracking methods and bounty hunters should be left to using different methods - terminal records, players, dynamic npc stool pidgeons, spies, etc). Its significance has to due with the bounty hunter's ability to be a bounty hunter in a pvp environment.

*** Should add what advantage or asset in group combat?

NPC/PC Information - The Bounty Hunter should be able to utilize his or her ability to prepare before combat to help a group take down an NPC/PC, assuming there is time to do so. This is learning strengths and weaknesses, applying effects, etc. - assuming the group has time for the bounty hunter to do so.

TEF Sharing - The Bounty Hunter should be able to share a TEF with other players in the group in order to take down a target. This should be considered hiring mercenaries to assist with a bounty.

*** How could/should they interact with other professions?

The Equipment Makes The Bounty Hunter - Bounty Hunters should live or die by their equipment. Weapons, Armor, Droids, Traps, Devices - all should be non BH craftable, thus forcing the Bounty Hunter to rely on the quality and expertise of other players in order to get their job done.

PvP Bounty System - Bounty Hunters should be hired by other players in order to make detrimental status effects to an opposing side. Since non-Jedi players do not suffer permadeath/skill loss, an alternate form of losing should be enforced - such as temporarily prohibiting a certain player from grouping or using certain skills for a short duration. Effectively, taking a player out of an opposing faction's way for a period of time. For example, wounding/capturing a famous Rebel Squad leader prior to a planned imperial invasion of a rebel city. Taking a smuggler out of business for a day so a competitor could get a jump on the spice trade. Enforcing dishonest trade practices by prohibiting a competitor's suppliers from collecting resources. Time and expense (and bribery/counter bounties, bounty'ing the bounty hunter, etc.) will help keep the system in check.

*** What interaction / dependencies should exist with other combatants?

PvP Bounty System - See Above.

Soloist vs. Group Player - The bounty hunter's role will determine his or her dependancies on other combatants. If the bounty hunter is hunting marks/single targets, then the only reason a group is necessary is to take down a particularily challenging mark (npc/pc) - (this hints towards TEF sharing). For any other situation, the bounty hunter should be considered an average combatant (battlefield situations, critter hunting).

*** What should be their unique role in the Galactic Civil War?

PvP Bounty System - See Above.




Kal'Serrak Sarrenak --- Trandoshan Hunter & Scourge of Kashyyyk
o Master Smugger (Naritus) - RESIGNED & SURRENDERED IN PROTEST
(October 2003 - October 2005)

Remember:
Help Control the Jedi Population - Have your Jedi Spayed or Neutered

nolan007
Thu Jan 22, 2004 8:01 am
#87


What defines theBounty Hunterrole in combat?



Jedi Assassin / Jedi Hunter. They should have all the tools to go one-on-one with a Jedi and have a chance to kill them. Droids that work on real player Jedis.


What basic combat elements should they possess?


What offensive abilities?


The offensive abilities are about right. However, perhaps introduce a BH flamethrower.


What defensive abilities?


BH need to be heavy on the offense (which they are), but probably need a bump in melee defense for Jedi hunting.


What unique abilities?


All the tools / gadgets / attacks should be tailored for Jedi killing.


Should add what advantage or asset in group combat?


BH should be mainly a solo death artist.


What should be their unique role in the Galactic Civil War?


Jedi




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Star Wars vs. Star Wars Galaxies
(Revised 07.07.05)

( Maybe one day these ideas will be considered or implemented. Bump it, please? )

nolan007
Thu Jan 22, 2004 8:02 am
#88

What should be their unique role in the Galactic Civil War?


Jedi Killers








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Star Wars vs. Star Wars Galaxies
(Revised 07.07.05)

( Maybe one day these ideas will be considered or implemented. Bump it, please? )

RestlessHunter
Thu Jan 22, 2004 8:06 am
#89

Now my humble opinion, when it comes to a Bounty Hunter. It is a bit lengthy, but i think, that it isbetter to set some things straight, when reason can be given:


When we talk about Bountiy Hunters, I am speaking of a Master Bounty Hunter and in the films there are two of them: Jango and Boba Fett. What comes into mind, when talking about those two shiny names, is a fearsome 1 on 1 combatant, in that field only matched by jedis.

Both of them died, when they got struck fighting with multiple enemies and were not able to dominate the situation. It was not that much about state changes they applied to others, but the absolute efficiency in striking a single opponent. While most poeple did not bring down the beast in the fight janga died, he took it down with just one hit - a hit that took a big amout of time for preparation. But just as he dealt with that creature, he completely neglected to watch his back - his last fault.

The next thing that shines about the Mater Bounty Hunters here is the use of gadgets. When you take a look at the armory and weaponary they had with them, you'll find that nothing of that was common stuff, it was custom built for them. It involved rare and expensive materials and real mastersmiths to create those, butit exceeded the normalgear by far. After they possesed those gadgets, they spent a lot of time getting familiar with them and got a step nearer to their ultimate goal - not to have a weapon, but to be one. They were all about hit and run: get in, hit hard and get out as quickly as possible.

With that said, i want to describe a possibility, how that could be implemented in the game without creating a uber-character or allowing dabblers to take serious advantage of the class. In many ways my thoughts will reflect ideas brought up from others alike, but i want to concentrate on things that shouldn't be too hard to implement and what would proof resistant to dabblers, without thinking about nerfing other builds (even these so called dabbler-builds).


What defines the Bounty Hunter role in combat?

Just like most other people said before, a Bounty Hunter is a fearsome specialist when it comes to take down a single high-order humaniod mark. He is not a character shining on the battle-fields, cause most of his training is invested into killing single opponents. Although he has the power to devastate a fair amount of minor mobs easily until he moves on to his actual mark, he is struck, when he has to deal with more than on specialist (say: other player that has mastered at least one combat profession) at a time.

He is all about extreme speed and killing potential.


What basic combat elements should they possess?

A Bounty Hunter is a specialist for the ranged combat. Just like in the films he tries to keep his distance, but stays in good weapon range. He appears all out of a sudden and before a mark can really react it is already gone, but he doesn't normally do that like a sniper, he gets a lot closer and doesn't necessarily sneak up - it simply is the speed thatgives him theedge over his prey.


What offensive abilities?

A Bounty Hunter is almost allabout offense, but the Bounty Hunter is not simply shooting like crazy - he knows where to hit and does so really hard. Surely he has the ability to apply state-changes, but that should not be the only focus. Along with that a Bounty Hunter should be able to destinctly attack all HAM-pools.

How should and could that be done without ruining balancing?

At the moment we have the situation, that the state-changes a Bounty Hunter tries to apply, are not working most of the time and we have to kinds of dabbler setups: the damage dealers and the defensive stackers.

Both of these classes must be preserved in order to maintain balance in large-scale battlefield.

The means of killing a damage-dealer should be state-changes, cause they should be able to deliver more raw firepower than a bounty hunter does, cause he is not completely focussing on that. In order to make that possible, the state-changes should actually work: as an example, a target that does not have some defense vs. knockdown should be knocked downat around 90% of the time by a bounty hunter.

If they get a knockdown that works too well even against enemies with defenses against knockdown, they bounty hunter would be missused as a state-change applier in large-scale combat and would thus ruin the balance.

But what should he do against the defense-stackers?

Give the bounty hunter attacks, that deal a fair amount of damage at a heavy HAM cost and a reasonable time-multiplier, but actually have a 90% chance of bypassing any dodging and probably even armor. That can be reasoned by the study of the humanoid prey, that a bounty hunter perfectly knows all the weak spots of all the armors and really knows what ways the prey could take to evade the blows and therefore takes them into consideration when firing.

Of course these technics should be available to masters only to prevent dabblers and should be working on jedis (or at least not to that extend) cause they do not dodge shots a conventional way, but knowing where the enemy is trying to shot from their force-abilities.

Wouldn't those ever-hitting attacks spoil large-scale?

I will go into further detail later on, but that would just be the case, if he was able to spam those specials. If done correctly the costs should be calculated that it would leave the bounty hunter with little more HAM than he needs to flee, when done with a fully buffed player. Even that would ruin the game-play, if the bounty hunter would be healable, but as suggested later, the bounty hunter should not be allowed to be healed while wearing his dedicated armor, that would be a basis for his fight.

Another sidenote on offensive specials is that a Bounty Hunter should clearly lack the mass-destruction weapons - the llc is no true Bounty Hunter weapon and should be removed as any "cone" skills should.


What defensive abilities?

The Bounty Hunter is all about offensive as stated before. He relies on his armor and his gadgets (further details later on) and therefore is not capable of dodging and evading many hits.

While wearing his gadgets, he should further on be almost immune against state changes like knock down, dizzyness, stun and even the smuggler's crazy delays. He should however not be immune against bleeding, disease, being on fire or poison, while the rate in which he is effected by those should be lower the more gadgets he wears.


What unique abilities?

Well one unique ability should always be the efficient tracking of humaniod preys. I don't say that it should be moved from the ranger to the BH, but a BH clearly deserves to get that ability, too, of course limited to NPCs and players.

A truely unique ability should be the use of the BH-gadgets. These things should be special schematics the bounty hunter can buy with BH experience from special NPCs, that have then to be built by masters of the corresponding profession and would require some really rare substances like krayt or force crystals.They include special BH armor that would include a lot of modifiers to the BH's ranged defense and would absorb a lot of damage (because a BH does not evade,getting cracked pretty soon and because of the hefty price-tag a real luxury). These armor should slow down and/or lower the effects of DOTs, but would in the same manner cut the positive effects of healing to an absolute minimum, thusrequirung the BH to leave the fight, get out of his armor and get some healing after each fight, which prevents him from taking a big role in the battle-fields, cause he simply can't take on more than one skilled enemy without being very low on his own HAM and relying on that to be healed has to move out.

This essentially holds true to some other special abilities - he should not be able to do his penetrating shots without wearing armor or he would deal to much placed damage and could still be healed - a reasoning for that would be that the armor includes some enhancements that mark the vulnerabilitiesto the Bounty Hunter for easy aim.

Another thing is abackpack that would be somehow like a speeder, giving them a huge speed boost when activated with a special ability, while they are still able to fire their weapons. This feature should use up an internalfuel sourcethat has to be refilled then and should have atimer on it.

Beside the armor, the Bounty Hunter should be able to get his specialized weapons, just like the pistols made for Jango, that were crafted out of materials that were way more resistant to heat, thus allowing them a much greater deal of fire-power, while being light-weight and easy to handle and thereby providing good to-hit modifications. Because he needs a lot of HAM for his own specials and he is not to be healed, he is not able to take on groups, cause the damage he will surely get from the other players (cause he can't dodge), will eat him in no time and thedamage-multipliers for the penetrating specials should be calculated for the "special" weapons that have more fire-power than normal ones.

Additional gadgets to these weapons would be things like a wrist falmer that can be activated by a special ability and allows some serious damage, while having a range lower than 5m.

All these gadgets should be as dedicated as a jedi's lightsaber - they will just work in the hands of the bounty hunter, they were made for and he has to get to buy the schematic for rebuilding them after broken from new bounty hunter expirience again. This should only be allowed to him, if he hands in the broken gadget.

A Bounty Hunter should only be allowed to have ONE set of armor / weapons at a time and should not be allowed to have different "unique" weapons at a time, what will make him consider, what class of weapon he wants to use most of the time and will have that weapon class specialy crafted for him.

Player and Jedi Bounties should be implemented and should be available to MBHs only. They should probably generated from the computer on high-ranking imps, rebs or the named jedis. Although droids should work with them, they should be less precise and the new player-track feature should be used to really find them (it won't be that easy, cause players do notfollow a straight line like NPCs do, so if the droidsare not too precise a lot of tracking is still needed).

The Bounties need a little bit of adjustment, too. At the moment it is much easier tofor the bountyhunter to get money by doing independant mission, than by doing bounty hunting. That should be changed, but of course that would essentially lower the modifier for the BH exp gotten from missions.

What about player-traps and poisonous darts?

While poisonous or diseased darts for a very limited range could be reasoned, player traps and long-range darts would surely ruin balancingif the effects should be noticable. We already know the problems with the CMs poison and disease attacks that really ruin the gameplay, cause they can be done while others are not even able to shoot at the CM. Aditionally the BH would get missused on the battlefield to spread out those special state-changes, allowing commandos and so on to do the dirty work without having to fear the enemy, which would overemphasize the role of a BH on the battle-field, where he surely does not belong.


Should add what advantage or asset in group combat?

A Bounty Hunter is a looner. He should not add a big time to the group. Maybe he could give a slight ranged def modifier, for other people fearing this special opponent will always keepan eye on him, thus slightly spoiling their aim for others.


How could/should they interact with other professions?

First off, many profession are simply marks for him. Then he has to rely on other professions for getting his specials and will most likely have the oppurtunity to trade for the rare materials used in building them, cause he is not able to solo the mobs needed to get them (he surely shouldn't be able to take on a krayt on his own). Other things may involve special thiongs from BEs.

Of course he willl interact with medics, entertainers, chefs and even smugglers for spices.


Just my 2 cents
nolan007
Thu Jan 22, 2004 8:25 am
#90

What interaction / dependencies should exist with other combatants?


If there is any dependency, I believe that Bounty Hunters should maybe want TKA to join them for Jedi hunting.... not a necessity, but a teamworkif the BH chooses to ask for their help in melee combat.







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Star Wars vs. Star Wars Galaxies
(Revised 07.07.05)

( Maybe one day these ideas will be considered or implemented. Bump it, please? )

rahzael
Thu Jan 22, 2004 8:32 am
#91






Thunderheart wrote:





* Profession Lifespan


What is the profession’s role in its novice state and how should the skill progress over the course of a player’s time investment in the profession? At all times any given profession should have a distinct role and value in combat. As a player progresses from Novice to Master, the profession should reflect something special about the profession and also be fun to play.at nov, we are as useful as nov. pistoleer or carbineer. we have a few specials that give us a tactical edge. we start gaing our offense as we go up. we gain the ability to boost our offense(read below for more) in the investigation tree. then as we go up the tree, the duration goes up, and down time grows shorter(it should always remain short usage/high(very high) downtime). at master, we should gain abilities that combine several status in one shot per weapon ( kd/stun carbine shot, intimidate, dizzy pistol shot, High attack, low accuracy LLC shot.)


Given the basic considerations listed above, please answer the following questions:


What defines theBounty Hunterrole in combat?1V1 master assasins. we should not Pwn in group combat. we are masters of stealth, we make a quick kill, etc etc.


What basic combat elements should they possess? skills that give them "first-strike" adavantage.examples are human traps, specials that debilitate the target (kd-dizzy, except not as unbalancing or overpowered)


What offensive abilities?as discussed in the BH forums,we should have a special that increases our offense several fold, but only for a few short minutes with a long recharge(2-5 hours has been suggested) these few minutes will give us the edge we need to take down our targets, and our targets only (we are BH/assasins, not gruts or fodder for the rebellion or empire.our concern is our mark only.)after the effect wears off, we should remain somewhat of a challenge (our specials will still work) but in1on 1 vsa maxxed out template, we should lose.


What defensive abilities?little to none. we dont need them if we can do our job right (hit the target befre they know whats hapened


What unique abilities?Human traps, ability to boost our offense temporarily, etc. PLAYER BOUNTIES ARE CRUCIAL. with player bounties, we wont have to rely on the gcw to pvp, and instead can actually do our jobs as hunters and assasins. our main skill (powe/offense boost) will give us a definite edge but only during the time we need it(hunting marks, etc)


Should add what advantage or asset in group combat?None. we are solo players. our skills are meant for 1v1. if we are in a group, we should be assigned to kill the groups most difficult prey, but we take a tremendous risk because if we are attacked by 2 or more peolpe, we should get destroyed rather quickly.


How could/should they interact with other professions? one idea that has been floating around is Bounties assigned by master politicians. while it seems nice, i dount itll work. besides that, we dont interact with others, unless we hire them as informants.


What interaction / dependencies should exist with other combatants? simple. we own in 1v1 when we have the surprise advantage, or we are using our powerboost. anyother time, we should be as threatening as a nov. pistoleer/carbineer. if we play our cards right, we can handle ourselves vsd other classes, but it will be hard.


What should be their unique role in the Galactic Civil War?kill high ranking officials for bounty missions assigned by the opposing side. besides that, we should not WANT to be in the civil war( give us a reason Not to want to be in the gcw, but rather worry bout getting our bounty missions.)


Request For Comments:


The community is invited to make commentsthrough April. At that time, the thread will be closed to further comments. Feel free to comment on any or all of the above items. Please stay on topic.











Rahzael Solus|Assasin|Sentinel

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