Pistoleer Archive

Thread: Concept thread : Pistoleer End Game ideas.

NaKitNa
Sun Jun 19, 2005 1:50 am
#40

Just a small note, if you bring other classes up to jedi's power level, then its no longer an alpha class. Alpha classes dont work in MMORPG's but elite classes are quite common and often needed to keep extended interest in games. Nearly ever semi-successful MMORPG has incorporated advanced level progressions, for exclusive items, adventures, etc... which is what they have done with Jedi. but they also need other classes to provide diversity as well as reduce/control the jedi population to preserve game feel and reduce tension between jedi and non jedi.

RoundWallKing
Sun Jun 19, 2005 11:19 am
#41


Caparzzo wrote:
I think it would be cool if they had exclusive Master Pistoleer quests to get cool items (like master certed pistols or a gun holster). Or a big motivation to get Master Pistoleer would be if you could get double-wielding even though it's not in the game yet.

Message Edited by Caparzzo on 06-08-2005 08:44 AM



Pistoleer takes all of 4 hours to grind, how motivated do you need to be?

Message Edited by RoundWallKing on 06-19-2005 02:20 PM



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bgold4
Sun Jun 19, 2005 11:58 am
#42






RoundWallKing wrote:




Caparzzo wrote:
I think it would be cool if they had exclusive Master Pistoleer quests to get cool items (like master certed pistols or a gun holster). Or a big motivation to get Master Pistoleer would be if you could get double-wielding even though it's not in the game yet.

Message Edited by Caparzzo on 06-08-2005 08:44 AM




Pistoleer takes all of 4 hours to grind, how motivated do you need to be?

Message Edited by RoundWallKing on 06-19-2005 02:20 PM




he means motivation as in picking up master pistoleer instead of dabbling something like 0404



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KyorD
Tue Jun 21, 2005 7:50 pm
#43

Not sure if anyone has posted this idea yet,,,,,but I was always waiting for the time when a Master Pistoleer could dual wield pistols...

/shrug




Kyor Darkson - Commissioned - August 6, 2003

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Cochba
Thu Jun 23, 2005 3:54 pm
#44

a template in another game soe could mimic is the hero 1.0 and now 2.0 system in Asheron's Call 2.


when that game first came out there was a lvl 50 hardcap, then raised to 60/70 and now it is higher or limitless(i lost track)


they added an additional tree above the basic clasess for a person to attain these. and there were some multiple paths.


also in this system, the faction alignment also granted special skills... bought by faction/allegiance points and useable only in pvp (if i remember right)


I hope and pray that soe included this as a possibility when they integrated the CU. Since AC2 is 2 years old and had already done it and proven it.


if anyone knows more....


peace.






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KaiRan
Fri Jun 24, 2005 12:18 am
#45

Wait! I've got it!!! what if the Profession-specific "endgame" bonuses were *TIME* based, instead of or as well as XP?!?

3 Months of being an *active* Master Pistoleer: Select 1 from 3 EndgameBonusTier01 abilities.

6 Months of being an *active* Master Pistoleer: Select 1 from 3 EndgameBonusTier02 abilities, -or- 1 of the unselected Tier01 Abilities. tier02 abilities also have a prerequisite of the previous tier ability of the same type (player chooses between progressive specialization or broad base understanding.)

12 Months of being an *active* Master Pistoleer: Select 1 from 3 EndgameBonusTier03 abilities, -or- 1 of the unselected Tier01 Abilities, -or- 1 of the unselected Tier02 Abilities. tier03 abilities also have a prerequisite of the previous tier02 ability of the same type (player chooses between progressive specialization or broad base understanding.)


adding time as a factor would certianly remove FotM and grinders! Yay!

Message Edited by KaiRan on 06-23-2005 03:20 PM



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ViolentAngel
Fri Jul 01, 2005 4:04 am
#46


! GIVE ME DUAL-WEILD !

At the very least...

If we had "a brace of FWG5s"they could count as one item,making iteasierfor the stats and the balancing. No complications with fellas using twodifferent sets of skill mods or elemental types. Then perhaps they could offer not a doubled rate of fire (which iswhat alot of these kids ask for) but perhaps the base stats for abrace of pistols would be different from the single pistols,a bit like a like a PUP. 20% RoF improvement and 10% Acc decrease or something.I admit, I would be happy if all it did was give the weapon more Condition (representing the old wild west reason for using two guns,twice as much ammo) just as long as you give me an avatar that can usetwo pistols, Lara Croft/Jango Fett style I would be happy.


At the most?

Let each pistol work independently and seperatley, only allow us to use two pistols that add up to our creature level (such as two level40 pistols when we are level 80 or one MPistols 54 and onelevel 26, etc) to counter the fact we are using twice as manyattacks. This wouldenabe us to throw crowd control moves around twice as fast, and givessomemore variation on the pistols thatwe see aroundthe galaxy. Example... Stop Shotwith the right pistol (little 'R' appearson the Stop Shot icon), then a Stop Shot with the left pistol on anothermob (right pistol is still pointing at the first mob, left pistol at the second mob, the 'R' timer shows up on the Stop Shot icon, telling you how long you have left until you can use Stop Shot R again, the 'L' timer is irrelevant since it's got longer to go), Intimidate Shot with the right pistol against the mob that has gone after the medic (left still pointing at mob#2, R Icon comes up on the Intimidate Shot), then a series of Warning shot, Body Shots and QuickDraws against mob#3... etc etc


That would rock, but would obviously be alot harder to impliment and play test than my first suggestion, which would make most of the communityhappy anyway (personally I would be deliriously happy if all we got was dual weild animations).

Message Edited by ViolentAngel on 07-01-2005 12:07 PM



Take the blue pill,Ô
Play SWG, never dual-wield your pistols and believe whatever you want to believe.
Take the red pill,Ô
Play MxO, and I will show you how deep the rabbit hole goes.

SWG was never the game I wanted it to be, even before the NGE. All the NGE did is take away what gameplay SWG actually did have.
TheOneCH0908
Fri Jul 01, 2005 4:49 am
#47

1. Duel Wielding would be the end all idea! (It would give damage bonus and a DPS bonus)

2. Weapon Hostlers (This is very star wars) one on each side of you to house the duel guns.

3. A pot of moves that only a person that profession uses a pistol gun can get...I get a new teir and get that special move for that teir; but then I get to choose a special move from a pot of pistol gun moves(smugglers, combat medic, pistoleer, master marksman) all pull from this large pot of new moves. This is so that no pistoleer is alike; they all have unique templates.

4. New WS built pistols that famous people through out the star wars universe have used.

Message Edited by TheOneCH0908 on 07-01-2005 07:50 AM



Dude, Your Getting The Force!
SgtRock09
Thu Jul 07, 2005 10:27 pm
#48

1. Duel Wielding would be the end all idea! (It would give damage bonus and a DPS bonus)

2. Weapon Hostlers (This is very star wars) one on each side of you to house the duel guns.

3. A pot of moves that only a person that profession uses a pistol gun can get...I get a new teir and get that special move for that teir; but then I get to choose a special move from a pot of pistol gun moves(smugglers, combat medic, pistoleer, master marksman) all pull from this large pot of new moves. This is so that no pistoleer is alike; they all have unique templates.

4. New WS built pistols that famous people through out the star wars universe have used.



(THIS IS GENIOUS) I SUPPORT THIS!



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Egrethico
Sat Jul 09, 2005 10:15 am
#49

I like Cpl_Fisher's idea of a damage reduction if the gun is holstered. I think there is a lot of room to add holsters and give them purpose. They could be a way to have a gun equipped but not give the movement hindrance. That's my biggest hope if they implement holsters ever.



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CaixCatab
Sat Jul 09, 2005 1:34 pm
#50





After all we have a range of 35m, we're more tankish than our multi-faceted counterparts.




'cept our "archetype" is crowd control, where as (as weird as it may sound) the BH archetype is an actual tank. Personally, I must say I'd rather see the crowd control abilities of pistoleer enhanced in various ways, than us nicking abilities/roles of other professions. Or simpler put; Let's not make ourselves *too* good



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TenshiHanaKinu
Sun Jul 10, 2005 12:39 am
#51



A Defensive Stance like BH's get. Maybe +100 or so to Defense. After all we have a range of 35m, we're more tankish than our multi-faceted counterparts.


Oh, and it only works when wielding a pistol. So .. maybe like .. +250 or so. Either that or make it similar to Master Brawler's Parry Reposte.

Message Edited by TenshiHanaKinu on 07-09-2005 04:11 PM



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ViolentAngel
Sun Jul 10, 2005 2:36 am
#52


If Dual Wield gave us a RoF improvement or twice as many specials, such as in my examples above, then we would be able to Crowd Control more effectivley without ness. increasing our damage output.



Take the blue pill,Ô
Play SWG, never dual-wield your pistols and believe whatever you want to believe.
Take the red pill,Ô
Play MxO, and I will show you how deep the rabbit hole goes.

SWG was never the game I wanted it to be, even before the NGE. All the NGE did is take away what gameplay SWG actually did have.
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