Development Cycle Archive

Thread: In Concept: One Sentence Combat Change Requests

isido
Mon Jul 19, 2004 3:58 pm
#989

My 2-cents worth ( heck, maybe even worth less, or worthless entirely ). As my main experience is with a CM since launch and CM/Doc for about a month...

1. change doctor to "combat doctor." do away with cm, move heals over to doctor. move max wound treatment down to medic as waiting for heals for wounds just detracts from the fun of the game anyways. For healing, Doctor beats CM hands down due to rez, cure disease/poison, cure state, and extinguish fire. CM poisons fairly worthless in pve and a griefers weapon in pvp due to mind. So, CM really only good for this "I-win" pvp. yeah, innoculations would help this, but doesn't change that CM still fairly worthless for healing when compared to Doc.

2. yes, enable mind heals, but do so via an optional/replacement to stims. make the schematic for that component a quest item. And make the schematic and the mind-healing stims contraband as it is based on some forbidden old republic/jedi technology.

3. make max distance for a toon to throw a stim something reasonable, like 20m or so. Introduce a bot ( current stim-bot just stinks ) that can throw farther when used by a healer with the right ability ( cm or this "combat doctor" ). Remember R2 launching Luke's saber?

4. And please make the landspeeder dual passenger with storage. Or some kind of multi-passenger ground vehicle.
BadDawGe
Mon Jul 19, 2004 4:24 pm
#990

Forget about JTLS for a while, bring on the combat balance...

Message Edited by BadDawGe on 07-19-2004 04:27 PM




Taji
That's right, I'm back with an effin' vengeance... Zacky Vengeance!! (my alt duh!)

Haywood
Mon Jul 19, 2004 5:07 pm
#991

Center of Being should be defensive put it on a timer like burst run and take away the defence vs posture change down. This will allow ranged profession to stop Melee professions, or at least hold them off and also increase carbineer speed by 25 and accuracy by 25 and accuracy while moving by +25.




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00101000000010010110000111011000001101110000110101 COL Haywood'
11010011000100010110011101001000001000001110110111 Master Bounty Hunter
11100111100011011001010110100101010110110011101000 01101000110100101101110000011110011010100100110001 Imperial Ace Pilot
10100010100001110000101111101110010010100000000111



zCoreDroid
Mon Jul 19, 2004 5:50 pm
#992

Just get rid of mind damage inflicted by weapons, MOBS altogether. Mind only depletes by using specials and heals. If you can heal the mind with a stim,make it like a CM at a small cost of mind wounds.





Zcoretri Bomno
Co-Founder NHoC
Grundorf
Mon Jul 19, 2004 6:07 pm
#993

Combine the best of all the other ideas to give each profession checks and balances. The problem with combat in this game is that there are certain combat professions far stronger than others, concepts like that ruin multiplayer RPGS. D&D has no one combat class that is far superior to any other combat class, this makes fighting fair. Commando may have strong weapons, but it has to have a downfall somewhere else that compensates...the professions are waaay out of whack.


Jedi are far too powerful, this is the problem with making a star wars mmorpg, jedi are incredibly powerful. Now that they exist in the game they have to be balanced out, so that they also have a significant weakness. (you may say it doesnt follow continuity, but having a ton of jedi running around killing everything in sightduring a period where there essentially were very very few jedi is also, horribly out of allignment with the basis of star wars.


so heres my one sentence: balance out the combatprofessions so that no profession is far superior to any other! let player preference decide their fighting style, not the raw unadulterated appeal of an 'uber-class'.


Do that, and you'll have a far more successful game/
Vintirizex
Mon Jul 19, 2004 8:00 pm
#994

Remove DOT weapons from the game.



Nera / Nicki'
LadyMara
Mon Jul 19, 2004 8:44 pm
#995

Give brawler classes damage types other than kinetic (ie. heated weapons, energy blades, weapons the excrete acid) so brawlers aren't totally crippled by high kinetic resists since all other combat classes can change damage types.
JadenKatrell
Mon Jul 19, 2004 9:06 pm
#996

Equip 2 blasters, Slings & holsters, equip 2 lightsabers.



Captain Jaden Katrell
Imperial Special Operations Command
ODA Detachment Excutive Officer

Wanderhomes Second & Oldest Active Master Commando
*Elder Commando for 32 Months*
Civil_CH
Mon Jul 19, 2004 9:10 pm
#997


Remove item andDoTdependency from PvP!








Civil~ Intergalactic Man of Mystery ~

Mortikahn_Radiant
Mon Jul 19, 2004 10:08 pm
#998

75% damage reduction on poison/disease



Master Armorsmith
Shop Located at -3227 640, Kintan, Naboo.
DaneSavo
Mon Jul 19, 2004 10:17 pm
#999

Do away with the FRS and come up with something else.
eyonone
Mon Jul 19, 2004 11:21 pm
#1000

make armor reduce speed in relation to its protection.
Mirondumel
Mon Jul 19, 2004 11:44 pm
#1001

Let the master medic heal mind with stims
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