Pistoleer Archive

Thread: GCW Revamp: What do Pistoleers want specifically?

McJesus
Wed Jun 09, 2004 10:23 pm
#53


how about a assassins short range pistol? could be used against overts while covert, but would recieve extra long TEF after using it (like 15 minutes)TEF would begin as soon as it isequipped, and timer wouldbegin as soon as it isuneqiuped.The gun would have minimal range (like 5 meters) be VERY VERY SLOW ( speed >15, slow speed prevents players from using gun to take out a crowd of people. ) but would do heavy AP and damage. The function would be towalk up, shoot once, kill, and run off. Possibly not have damage show up in combat spam, so that people around target would not immediately know who the assassin is.

Message Edited by McJesus on 06-09-2004 10:31 PM




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Yargeau
Thu Jun 10, 2004 8:42 am
#54

In the movies blasters are fired from Speeders. This should be made a faction ability to be trained in. Maybe at a high rank, and only for pistoleers, as rifles and carbines require two hands. If pistoleers could do this it could give us a more valid role in large battles and base takedowns. I think this would greatly help pistoleer recruting specificly.



Master Noob
Jastinow
Thu Jun 10, 2004 2:22 pm
#55

I"ve been reading this post daily and i think most of it is great (except when someone brings up dual wield... again!). I think the best thing was the Master advancement system that is similar to the new jedi system... but I was thinking about something different. First off we need more factions in the conflict (just bear with me...). Someone mentioned the Hutts, but what about a group of mercs and a group that focuses on spying. Then for each combat profession within each faction has a "half" profession to enhance their abilities (new weapons, new skills, etc...). Like a pistoleer Emperial might get to use more specials on a mount (creature or bike)in one tree and deal more damage in a second? Maybe something more covert for a Rebel pistoleer? Maybe making a merc pistoleer a instrument of destruction? And a spy... i've no idea there... These profs would have to be independant of EVERYTHING else in the game (i.e. new exp, new skill points) so that you could still get the core profs to the same point as the neutrals. I don't know if this is viable and its not all that original, but I think it would get people involved. It's just a thought.



Jastinow,

A Noob With A Brain
Gehn45
Thu Jun 10, 2004 3:12 pm
#56


I read someone elses post about pistoleer faction missions.


I think it would be neat to add a professional rank (ie: "Imperial Gunslinger"-Cant think of any good names atm)in the imperial/rebel factions. Bases could have a profession trainer that would give out missions that would require to show your knowledge of the profession. I guess what I'm trying to get at is missions similiar to the ones the Metal Gear solid VR:missions had. Each mission/scenerio could have certain restraints:



  • Time

  • Type of weapon(s)

  • Armor

  • Number of npc's you can control

  • weapons/armor could be your own or for fairness could be given to you for that mission and you have to use only that equipment for that mission/training

I would believe this would give good content for players who already have mastered their professions and are looking for more. It would also be great to be able to customize your own scenerios to test your skills adding infinite amount of possibilities.

Message Edited by Gehn45 on 06-11-2004 01:40 PM



Gehn Artillus, TKM,HS - "WHAAMMM!"
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Gehn45
Thu Jun 10, 2004 5:45 pm
#57






Randonb wrote:

Thanks HadesApailae. He's right, these are all things that are being addressed on other fronts. GCW only stuff here, please. Specials, dual wield, speed - those are general Pistoleer issues that the developers are well aware of. I don't need to make a focus thread to find out that these are problems.



Think long and hard. You don't have to post right now. It doesn't even have to be a great idea. Anything might spark somebody's imagination.




Please read what the thread is about before posting, we don't need this thread cluttered with topics that are already obvious.

Message Edited by Gehn45 on 06-10-2004 07:45 PM



Gehn Artillus, TKM,HS - "WHAAMMM!"
Dark Forces <DF>
Gehnicus, Dwarf Paladin
Level 60 <NTH>
Gehn' Artillus, Dark Jedi Knight
Dark Forces <DF>
Viva la Guantes
EcadMistflier
Fri Jun 11, 2004 7:39 am
#58






Gehn45 wrote:






Randonb wrote:

Thanks HadesApailae. He's right, these are all things that are being addressed on other fronts. GCW only stuff here, please. Specials, dual wield, speed - those are general Pistoleer issues that the developers are well aware of. I don't need to make a focus thread to find out that these are problems.



Think long and hard. You don't have to post right now. It doesn't even have to be a great idea. Anything might spark somebody's imagination.




Please read what the thread is about before posting, we don't need this thread cluttered with topics that are already obvious.


Message Edited by Gehn45 on 06-10-2004 07:45 PM





Thank you. Stay on Target.



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:: Ex Master Smuggler :: DEC 15 = BYE BYE SoE :: Ex SWG Jedi ::

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dorsai78664
Fri Jun 11, 2004 8:07 am
#59


I would like for my DPS with a pistol to be comparable to the DPS of the other combat professions.


Thinking about it, that may be more general than what you intended. Any faction item (clothing, armor, weapon, spice, food, etc.) that will increase my pistol speed would be welcome.

Message Edited by dorsai78664 on 06-11-2004 10:09 AM




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Stemman-Intrepid
Fri Jun 11, 2004 8:32 pm
#60

my two credits of info on this is... more accuracy, the best kinda pistol i know of is the republic blaster, which has really sucky accuracy and you miss all the time. thats all i gotta say



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Randonb
Fri Jun 11, 2004 10:08 pm
#61

I still have to analyze the responses so far, but I did start this discussion in the Artisan forum:







"...You're going to find that many of the truths we cling to depend greatly on our own point of view." biwan:
Former Pistoleer Correspondent (02/04/04 - 09/05/04)
Glum_Moonfist
Fri Jun 11, 2004 10:26 pm
#62


Since this is about GCW and pistoleers are due to get dual wielding...


How about pistoleers being able to use some type of faction perk hand-held shield in conjunction with their pistols instead of two weapons?


Since pistoleersare kinda the in-close/short range type of fighter, having a shield to negate damage/hits would be most useful to them and realistically useable in one hand while firing a pistol in the other.


To be fair, fencers & TKs should be able to use them too.
Sweere
Fri Jun 11, 2004 11:39 pm
#63

I like the idea of a faction based weapons, it's the main reason I never use a 'Republic' Blaster.

The damage output could be based on who actually winning/losing the GCW and your current rank within your particular faction. Of course I also believe that any Colonel should be a better shot/strike than a Private, so perhaps even a working skill modifier based on faction rank.



Cernex Galda, Elder Dark Jedi
Fight The Future
"The Truth Is Out There"

Randonb
Sat Jun 12, 2004 2:41 pm
#64

I think I've added in all of the major points. Factional skills or skill mods are unlikely. Part of that is technical difficulty, and part of it is that if the skills were different for either faction, one would inevitably be percieved as better.


The good news is that this skill mods could be coded into factional equipment, and I put that onto the list.





"...You're going to find that many of the truths we cling to depend greatly on our own point of view." biwan:
Former Pistoleer Correspondent (02/04/04 - 09/05/04)
NaKitNa
Sun Jun 13, 2004 2:36 pm
#65

Well why not offer specialized training to faction members. Like only certain ranks have access to training with the new Soro Suub S-6 ... i.e. the cert. The recruiters offer training but really the convertion is somewhat ridiculous. Or what I think would be the real deal is special moves for people of certain ranks. Or other modifiers. Basically the payoff for 100% military training, not what you pick up off the street (although that is where moves often develop from) but the battlefield is where these things are refined. That would be really significant. I could see something like this:


lieutenant: 3000 fp: Hardened Mind: Through long battles his nerves have become hardened. Shell shock is not a concern, for his mind is an impervious. By using this ability you tap into your physical strength for a short period of time to bring clarity to your mind. For 10 seconds you have a 50% chance of mind damage affecting your health instead of mind.


of course with the CB this may not be important


Captain: 5000 fp: Headbutt: often after a good pistol whip opponents often are eager to rise to their feet. An experienced Captain knows to give 110% and try to collapse his foes had with his own. Of course there is a toll it takes on his body but more severe is the effect on his enemy.


Colonel: 12000 fp: Dual Wield: This ability allows this experienced combatant to use two pistols. His years of experience and insight give him the coordination to wield two pistols effectively. Of course any soldier with that level of experience knows that amout of concentration can be doubly taxing, and will certainly know to be controlled or the fatigue will surely be then end of him.


I feel that a third or possibly fourth faction is very critical. I think Hutt and Black Sun are crying to be done. Ofcourse they wouldnt be nearly as large as the Rebel or Imperial factions but I am sure they would have many participants. Of course they are wanting players to pick a side... I am sure this would do it.

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