Development Cycle Archive
Thread: In Concept: One Sentence Combat Change Requests
Getoc
Wed Jul 21, 2004 3:49 am
#1041
Give us armor certs :
for example:
Chitin at novice brawler
Mabari at novice marksman and novice scout
Ubese at novice tka , novice fencer , novice pikeman and novice swordsman
tantel and paddedat novice rifleman, novice carabiner , novice pistoleer , novice BH and novice commando
composite atmasterbh andmaster commando only
doubleoptional layerslots on chitin , mabari , ubese , tantel and padded to up them a bitin pvp.
Only the secondary stat base value, without buffs , should decide wether the armor can be put on or not . buffs shouldn't count in the encumb calculation because they are turning the whole encumb thing absurd .
The %tage of the encumb a player uses the wear armor shoudl result in the excat %tage amount of speedloss for this char .
Feardreamer
Wed Jul 21, 2004 4:45 am
#1042
Iwof wrote:
Make blue milk filling 5%, so it is more useful as mind heal.
yay i like this one THIS IS EASSYYY
ZofTempesta
Wed Jul 21, 2004 5:10 am
#1043
stop focussing on jedi combat and focus on combat for all of the players.
Sigrun
Wed Jul 21, 2004 7:52 am
#1044
Make all masters of elite combat professions able to deal nearly every damage type and affect EVERY HAM bar such that each different type of mastery can do roughly equivalent DOT as any other master (LS excluded from this sentiment) on a bar-for-bar basis (i.e. Pistols, Rifles, Carbines, Pikes, Swords, et. al. all can damage Mind just about equally on a damage-over-time basis).
Chattytimmy
Wed Jul 21, 2004 9:36 am
#1046
************************************
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…
***************************
I more than second it.
This idear rock and would be fun for PVP
Ziven
Getoc
Wed Jul 21, 2004 9:38 am
#1047
turrets only attackable during vul time . they cost too much to be taken out by one ******** swordsman during sleeping hours. this is no fun at all
Swimbo
Wed Jul 21, 2004 10:10 am
#1048
Make it where BEs can donate clones to a factional base (guard dogs)
PyscoJuggalo
Wed Jul 21, 2004 12:03 pm
#1049
Redo the HAM system
Message Edited by PyscoJuggalo on 07-21-2004 03:04 AM
Tenfo
Wed Jul 21, 2004 4:35 pm
#1051
Center of Being combat attack delays so that if you focus on defense you can't also focus on offense.