Development Cycle Archive
Thread: In Concept: One Sentence Combat Change Requests
ISUBaron
Tue Jul 20, 2004 7:34 am
#1017
Have the commando HAR, Flamethrower, and Launcher Pistolbe minimally Armor Piercing 1, and all of the consumable weapons (heavy lightning beam, heavy acid beam, etc) be AP 3, like the rocket launcher. They are 'heavy' weapons after all
burton1978
Tue Jul 20, 2004 8:27 am
#1020
Make mind a "Moves pool" like the force bar for jedi,DROP ALL mind attacks and DOT's then balance armor, buffs, and get rid or balance damage types. Of course the biggest (for weapons) balance would be Stun dmg type to the rest.
manubill
Tue Jul 20, 2004 8:51 am
#1021
An idea for the GCW revamp
---
Why not imagine a total revamp of the T.E.F. and faction system ?
Here are my main ideas :
- imperials
They are permanently OVERT. Covert status doesn’t exist for imperials.
Stormtroopers and faction perks cost a lot less FP. Uniform clothes are given to every imperial by the recruiter.
Calling an AT-ST requires at least a group of X players (and only one AT-ST by group).
- rebels
They are permanently “COVERT and TEFed”. They always can decide to attack an imperial player, they will shoot first, BUT as soon as they attack they go OVERT for one hour minimum. After one hour without fighting any imperial, they become covert again. There is no overt status for rebels.
- detection
Imperials should be able to buy covert detector droids (pets). These scanner droids can conduct a search on any player to know if he/she is a rebel. If so, the rebel has a chance to be identified, and to get overt for 1 hour. (smugglers could have some skills to lower the chances to be identified).
I see many advantages, besides the fact that the rebel/imp gameplay becomes VERY different.
- as a rebel it is dangerous to attack an imperial, because every other imperial could defend him.
- rebels need to group if they want to succeed (“group TEF” becomes a “group overt”)
- imperials need to be very careful when they travel alone, and have to stay in the main imperial cities for their safety.
- introduces a permanent menace for rebels, they can always be identified by a scanner droid.
- The rebels become guerilleros, they have to use fast tactics if they want to survive.
- The imperial gameplay is based on army supremacy, they have to stick together and use more faction pets. They need to communicate to track overt rebels when they strike.
Such a system means that every factionned player has to be a fighter, and belonging to a faction is a lot more stressful. I think this is not bad. Players who want to get involved in the GCW need to feel this stress.
And last : I was thinking of a “visibility” system. When a rebel kills a lot of people in a city or in a registered outpost, a killing mission on his head appears on imperial terminals so that every imperial knows there is trouble in this place.
This would have 2 effects : slow down “farming” for rebels, because reinforcements can come from the whole galaxy, and encourage rebels to “strike and disappear”, as they always should do.
I guess the profession of ranger would become A LOT more interesting with these changes… so does the smuggler profession, and maybe others…
---
Why not imagine a total revamp of the T.E.F. and faction system ?
Here are my main ideas :
- imperials
They are permanently OVERT. Covert status doesn’t exist for imperials.
Stormtroopers and faction perks cost a lot less FP. Uniform clothes are given to every imperial by the recruiter.
Calling an AT-ST requires at least a group of X players (and only one AT-ST by group).
- rebels
They are permanently “COVERT and TEFed”. They always can decide to attack an imperial player, they will shoot first, BUT as soon as they attack they go OVERT for one hour minimum. After one hour without fighting any imperial, they become covert again. There is no overt status for rebels.
- detection
Imperials should be able to buy covert detector droids (pets). These scanner droids can conduct a search on any player to know if he/she is a rebel. If so, the rebel has a chance to be identified, and to get overt for 1 hour. (smugglers could have some skills to lower the chances to be identified).
I see many advantages, besides the fact that the rebel/imp gameplay becomes VERY different.
- as a rebel it is dangerous to attack an imperial, because every other imperial could defend him.
- rebels need to group if they want to succeed (“group TEF” becomes a “group overt”)
- imperials need to be very careful when they travel alone, and have to stay in the main imperial cities for their safety.
- introduces a permanent menace for rebels, they can always be identified by a scanner droid.
- The rebels become guerilleros, they have to use fast tactics if they want to survive.
- The imperial gameplay is based on army supremacy, they have to stick together and use more faction pets. They need to communicate to track overt rebels when they strike.
Such a system means that every factionned player has to be a fighter, and belonging to a faction is a lot more stressful. I think this is not bad. Players who want to get involved in the GCW need to feel this stress.
And last : I was thinking of a “visibility” system. When a rebel kills a lot of people in a city or in a registered outpost, a killing mission on his head appears on imperial terminals so that every imperial knows there is trouble in this place.
This would have 2 effects : slow down “farming” for rebels, because reinforcements can come from the whole galaxy, and encourage rebels to “strike and disappear”, as they always should do.
I guess the profession of ranger would become A LOT more interesting with these changes… so does the smuggler profession, and maybe others…
GoatsSWG
Tue Jul 20, 2004 9:07 am
#1022
manubill wrote:
An idea for the GCW revamp
---
Why not imagine a total revamp of the T.E.F. and faction system ?
Here are my main ideas :
- imperials
They are permanently OVERT. Covert status doesn’t exist for imperials.
Stormtroopers and faction perks cost a lot less FP. Uniform clothes are given to every imperial by the recruiter.
Calling an AT-ST requires at least a group of X players (and only one AT-ST by group).
- rebels
They are permanently “COVERT and TEFed”. They always can decide to attack an imperial player, they will shoot first, BUT as soon as they attack they go OVERT for one hour minimum. After one hour without fighting any imperial, they become covert again. There is no overt status for rebels.
- detection
Imperials should be able to buy covert detector droids (pets). These scanner droids can conduct a search on any player to know if he/she is a rebel. If so, the rebel has a chance to be identified, and to get overt for 1 hour. (smugglers could have some skills to lower the chances to be identified).
I see many advantages, besides the fact that the rebel/imp gameplay becomes VERY different.
- as a rebel it is dangerous to attack an imperial, because every other imperial could defend him.
- rebels need to group if they want to succeed (“group TEF” becomes a “group overt”)
- imperials need to be very careful when they travel alone, and have to stay in the main imperial cities for their safety.
- introduces a permanent menace for rebels, they can always be identified by a scanner droid.
- The rebels become guerilleros, they have to use fast tactics if they want to survive.
- The imperial gameplay is based on army supremacy, they have to stick together and use more faction pets. They need to communicate to track overt rebels when they strike.
Such a system means that every factionned player has to be a fighter, and belonging to a faction is a lot more stressful. I think this is not bad. Players who want to get involved in the GCW need to feel this stress.
And last : I was thinking of a “visibility” system. When a rebel kills a lot of people in a city or in a registered outpost, a killing mission on his head appears on imperial terminals so that every imperial knows there is trouble in this place.
This would have 2 effects : slow down “farming” for rebels, because reinforcements can come from the whole galaxy, and encourage rebels to “strike and disappear”, as they always should do.
I guess the profession of ranger would become A LOT more interesting with these changes… so does the smuggler profession, and maybe others…
This idea gives me a chubby.
TheHobb
Tue Jul 20, 2004 9:57 am
#1023
Have to agree with Manubill on the GCW issues, but for my one sentance answer: In the personals section, like the friends list - have an adversaries list; one where anyone on that list can fight you at any time with wildcard capability so that you can choose all imperials, all rebels, all of one guild and so on in addition to individual players.
SpawnLOD
Tue Jul 20, 2004 10:07 am
#1024
Kill the Group Tefs!! Its ruined PvP.3 Overt and 17 Coverts is ridiculous!
dezi
Tue Jul 20, 2004 10:08 am
#1025
DaBomB691 wrote:
75% PVP REDUCTION TO CM POISONS/DISEASES, NOT AFFECTING DOT WEAPONS!!!! I DON'T WANT A100 STR HEALTH POISON GAFFI TO DO25DMG!!!
Message Edited by DaBomB691 on 07-19-2004 10:36 PM
ROFL. Or a 750str mind poison pistol that you told everyone about.![]()
I have amind poisonpistol too bud, but if they nerfed all dots to 100str max, id be happy. Obviously there are some ridiculous dot weapons out there that shouldnt be used.Nice try though ![]()
XarKaidra
Tue Jul 20, 2004 10:31 am
#1026
Don't nerf defense stacking or all professions will have the same defenses and those players that built a defense stacking template spent all of their skill points so thet deserve it. Make faction armor have a use like more reduction against imps/rebels.
LimbikFreq
Tue Jul 20, 2004 10:56 am
#1027
Mind and/or total pool stims and or BETTER FOOD, AP3 for swordsman, percentage buffs in combination with HAM bar growth with skill levels, armor with less broad based damage resistance and more armor types with very specific damage protections.