Pikeman Archive
Thread: GTO's melee ideas 1. melee precision (miss? I'm at point blank!)
I've got some IMHO worthy ideas for the elite melee professions, but not for any one of them in particular. However, there is simply no 'SWG development discussion' forum of any kind, where one can put forward their general ideas, so I'm just going to cross-post them in all the elite prof forums, because I'm looking for input from every one of them.
Part 1: melee precision.
The 'problem'.
Ever try to hit someone? Thought so, and did you miss? Didn't think so. Either these retoric questions are correct or you were very drunk
Be advised this does not include evasion, that doesn't count as a 'miss'. I'm simply talking about when you try to punch someone and your hand simply goes to a place where your opponent is not and has not been standing. The very thought is completely ridiculous to me.
In-game
Putting this into SWG, leaving aside counter-attacks and dodges/evasions and blocks, every attack you place at point blank should hit your opponent. However, this does not mean accuracy is obsolete in my mind.
Alternatively:
Accuracy (both of yourself and your weapon) should influence WHERE you hit your opponent as opposed to IF. When you're attempting a neck hit, you might hit a little high resulting in a head hit, or a little low for a body hit. However, default attacks are already random to a point and you don't want pool-specific hits to become unreliable. So how can we change that? By having you ALWAYS target a specific pool automatically, where your accuracy determines if you hit the pool you're hoping to hit or another one. non-pool specific attacks will automatically target the enemy's lowest pool.
This does NOT go for PvP, as every combat player has their mind as the lowest pool and the inability to heal this through regular means would result in unbalanced duels.
Result:
Accuracy remains important, but now melee professions make more sense and get a bit of an advantage over ranged in PvE because they attack the lowest pool by default with the accuracy making them attack a different pool sometimes, while ranged accuracy may still make them miss.
PvP remains the same, though I think the 'miss' should simply be taken out of PvP and replaced by 'evade' or 'dodge'.
I understand putting a system slightly different in for PvE and PvP isn't the best solution, and I'd prefer myself seeing the same solution of default pool attacks applying to PvP as well, but I can see why that might not be a good idea.
Ever try to hit someone? Thought so, and did you miss? Didn't think so. Either these retoric questions are correct or you were very drunk
Be advised this does not include evasion, that doesn't count as a 'miss'. I'm simply talking about when you try to punch someone and your hand simply goes to a place where your opponent is not and has not been standing. The very thought is completely ridiculous to me.
Putting this into SWG, leaving aside counter-attacks and dodges/evasions and blocks, every attack you place at point blank should hit your opponent. However, this does not mean accuracy is obsolete in my mind.
Accuracy (both of yourself and your weapon) should influence WHERE you hit your opponent as opposed to IF. When you're attempting a neck hit, you might hit a little high resulting in a head hit, or a little low for a body hit. However, default attacks are already random to a point and you don't want pool-specific hits to become unreliable. So how can we change that? By having you ALWAYS target a specific pool automatically, where your accuracy determines if you hit the pool you're hoping to hit or another one. non-pool specific attacks will automatically target the enemy's lowest pool.
This does NOT go for PvP, as every combat player has their mind as the lowest pool and the inability to heal this through regular means would result in unbalanced duels.
Accuracy remains important, but now melee professions make more sense and get a bit of an advantage over ranged in PvE because they attack the lowest pool by default with the accuracy making them attack a different pool sometimes, while ranged accuracy may still make them miss.
PvP remains the same, though I think the 'miss' should simply be taken out of PvP and replaced by 'evade' or 'dodge'.
Ever try to hit someone? Thought so, and did you miss? Didn't think so. Either these retoric questions are correct or you were very drunk
Be advised this does not include evasion, that doesn't count as a 'miss'. I'm simply talking about when you try to punch someone and your hand simply goes to a place where your opponent is not and has not been standing. The very thought is completely ridiculous to me.
Putting this into SWG, leaving aside counter-attacks and dodges/evasions and blocks, every attack you place at point blank should hit your opponent. However, this does not mean accuracy is obsolete in my mind.
Accuracy (both of yourself and your weapon) should influence WHERE you hit your opponent as opposed to IF. When you're attempting a neck hit, you might hit a little high resulting in a head hit, or a little low for a body hit. However, default attacks are already random to a point and you don't want pool-specific hits to become unreliable. So how can we change that? By having you ALWAYS target a specific pool automatically, where your accuracy determines if you hit the pool you're hoping to hit or another one. non-pool specific attacks will automatically target the enemy's lowest pool.
This does NOT go for PvP, as every combat player has their mind as the lowest pool and the inability to heal this through regular means would result in unbalanced duels.
Accuracy remains important, but now melee professions make more sense and get a bit of an advantage over ranged in PvE because they attack the lowest pool by default with the accuracy making them attack a different pool sometimes, while ranged accuracy may still make them miss.
PvP remains the same, though I think the 'miss' should simply be taken out of PvP and replaced by 'evade' or 'dodge'.
I kind of like it but the problem I see with your plan is that a hit is still a hit.
Whether it be to the health, action or mind pool, at hit that registers damage is still that. The idea of the whole 'missing' thing with the accuracy is you don't do any damage.
Now if this idea could somehow be incorporated into the existing system, you may have something.
I had an idea similar to thisa while back but never postedit. The core concept was that all melee professions would be able to target any pool. (Ranged probably could too, like a Rifleman in cover or a Pistoleer that's really close. Running, though, forget it - it would be all center of mass shots aka untargeted damage).
Anyway,atNovice Brawler you would get the moves Target Health, Target Action, Target Mind.They wouldn't do any damage butcause your autoattack and Hit1, Hit2,Hit3 etc to targetwhatever pool you wanted.
As you progress thru thebrawler tree you wouldgain bonuses so you are more successful inhitting the targetingpool, but the big gainswould be in the elite melee professions: Fencer would gain +50 accuracy bonus when targeting health, Swordsman +50on mind, Pikeman +50 on action. TK would need no such modifiers,their accuracy is already through the roof.
A 'miss' would just hit a pool you didn't target. True misses or doing zero damage wouldn't happen unless they evaded / blocked / dodged / counterattacked.
I still think they need to do something about Mind - as long as it's 'special' and doesn't buff as high as health or action, and isonly healable in a limited fashion, a system like this is unsuitable for pvp. A start would be making music and dancer buffs more on par with doc buffs.