Development Cycle Archive
Thread: IC 1-17 Star Wars Galaxies Combat Profession Mix and Match
* What do you think the weaknesses of professions mix and match are? Uber combos that must be tweaked out.
* How do you think we should maintain the unique skillset flavor the game is built on? Spread stuff evenly and fairly. Make sure a Master of each profession is equal.
* What are some neat combinations that would be good for the game? Allowing overlapping professions to have synergy. Otherwise certain profession combos will be avoided.
* Anything else you want to say on this subject? In the words of Moonie, "DON'T SCREW UP!".
The biggest thing I see in this thread and others is the quest for power. Power to beat the frijoles out of any opponent.
New hybrids should be focused on non-combat benefits to a large extent (not exclusive, but let's add depth beyond combat).
For Example: I would like to see a hybrid of BE /Doctor / Droid Engineerthat allows the creation of androids or artificial limbs/organs with benefits (e.g. heart/muscle for sustained endurance, a specific HAM boost, or increased range of attack (artificial eye). Hey, without these kinds of things, Darth Vader would not be the handsome devil he is today.
Another possibility would be a Scout / Droid Engineer that can capture wild creatures with large scale traps. (a possibility to add non-tameables to the creatures that can be owned. These creatures would require a higher level of control and have the ability to go wild on a user. (Hey, CH's can't sell much any more anyway, so adding competition to the creature peddling industry isn't nearly as bad as the benefit to them in training the beasts.)
For combat a possibility would be to create a Commando / Engineer type who could setup non-movable heavy weapons, shield generators, etc. that can allow the introduction of some serious battlefield activity and faction intensity. They would have to setup the equipment without making an attack on an opponent and so would require protection and planning, but would be devastating if allowed to act unmolested. weapons could include mortars, missile launchers, heavy lasers, shield generators, area of affect weapons such as sound emitters, etc.
Their are lots of possibilities that would fit into the SW Universe. A primary requirement will be to add depth to the variety of items in existence and possibly a motivation for players to go to places in the cities other than the front of the starport and in the cantina to congregate.
The biggest thing I see in this thread and others is the quest for power. Power to beat the frijoles out of any opponent.
New hybrids should be focused on non-combat benefits to a large extent (not exclusive, but let's add depth beyond combat).
For Example: I would like to see a hybrid of BE /Doctor / Droid Engineerthat allows the creation of androids or artificial limbs/organs with benefits (e.g. heart/muscle for sustained endurance, a specific HAM boost, or increased range of attack (artificial eye). Hey, without these kinds of things, Darth Vader would not be the handsome devil he is today.
Another possibility would be a Scout / Droid Engineer that can capture wild creatures with large scale traps. (a possibility to add non-tameables to the creatures that can be owned. These creatures would require a higher level of control and have the ability to go wild on a user. (Hey, CH's can't sell much any more anyway, so adding competition to the creature peddling industry isn't nearly as bad as the benefit to them in training the beasts.)
For combat a possibility would be to create a Commando / Engineer type who could setup non-movable heavy weapons, shield generators, etc. that can allow the introduction of some serious battlefield activity and faction intensity. They would have to setup the equipment without making an attack on an opponent and so would require protection and planning, but would be devastating if allowed to act unmolested. weapons could include mortars, missile launchers, heavy lasers, shield generators, area of affect weapons such as sound emitters, etc.
Their are lots of possibilities that would fit into the SW Universe. A primary requirement will be to add depth to the variety of items in existence and possibly a motivation for players to go to places in the cities other than the front of the starport and in the cantina to congregate.
I think mix and matching combat trees from other professions is ok.
But there needs to be a reason for people to master the professions if they are doing non-combative things just to make fast cash, like people only getting Underworld IV in smuggler just so they can sell faction ponits - or slicing IV so they can slice weapons (although with the new crackdown, I'm pretty sure most people who aren't masters or grinding for master smuggler will drop it).
I know alot of people who get Dirty Fighting in Smuggler b/c it is a good, solid combat tree for pistolers.
- What do you think of the Strength of Professions mix and match are?
The Profession mix allows for a greater range of character customization. Thereby getting rid of the Cookie Cutter Characters like you stated earlier
- What do you think the weaknesses of professions mix and match are?
There are too many times that someone will stumble upon a almost "Broken" or "Way to strong" combo of skills. This can lead to what is called in RPGs and Munchkining. Trying to get the most out of a skill set or character at the expense if a broader character with real "Character ".
- How do you think we should maintain the unique skillset flavor the game is built on?
Maybe by making sure each skill set has an actual flavor. With strengths and weaknesses and weapons and abilities to match. To many people want their skills to be the End all be all of skill sets. I've been many things and no matter what people scream about I always seem to do well. So I don't hit as much as a Pikeman? I do tons of damage while I do. Same goes for Rifleman. People really have to learn that not every skill or profession will be the best
- What are some neat combinations that would be good for the game ?
I really think you guys got most of the bases covered. Several Melee Skills, Tons of Ranges skills, Medics, Combat Medics, TKAs, Artisans. Maybe a Land and Space Artisan for the Space expansion of course. We need tanks as well as fighters.
- Anything else you want to say on this subject?
Maybe trying to focus on the weapons of a particular skill more, and making sure they fit. If I have to hear from a Swordsman about how much they hate to use the Power Hammer because of it's name and look I will scream. I for one LOVED my Power Hammer while I was a Swordsman. Nothing like slapping a 2k bleed on a Rancor and tanking it with a pet until it bleeds enough to wack it once more to final death. :smileyvery-happy
However, I have one small comment.
The smuggler/pistoleer match, I think it is far too strong for the individuals who are just intrested in Smuggler alone. I am not saying the pistol link should be taken out completely, but I think if its involvement was reduced slightly then Smuggler would be more appealing, well at least to me.
This is my view on the Smuggler scenario anyways
What do you think the weaknesses of professions mix and match are?
The concentration of both offensive and defensive skills in small areas (trees) in certain professions allows the creation of "god templates" (there is no such thing, but since the term has become commonplace I will use it here). A perfect example is the Pistoleer Technique (Trickshot) tree. There is +50 Def vs. KD, +40 Def vs Dizzy, +40 Def vs Blind, and several more defensive mods - not to mention up to Ranged Damage Mitigation 2. It also is the tree of the Pistoleer's #1 offensive specials, Fanshot and Stopping Shot. Another example is the TK combat xp tree where a metric ton of Melee/Ranged defensive mods can be picked up.