Pistoleer Archive

Thread: My Ideas on Combat Prof Rolls, what do you think?

Squidwalker
Mon Feb 02, 2004 3:12 pm
#1

Here is what I posted in some of the Dev posts. I put in the carbine and rifle stuff here, just so you got the whole picture of my thoughts on the rolls of the ranged combat classes.





Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
Squidwalker
Mon Feb 02, 2004 3:13 pm
#2

LOL OK so I didnt paste it in. Here you go.


The range modifiers on ALL weapons need to be changed. As I stated in the IC pistoleer roll in combat, each weapon type has a different roll, and a different range of effectivness to go with it.


PISTALS: The pistals should be up close, mobile combat. The should be right behind the meleers, moving, dodging, diving, rollin, blasting. The range of effectiveness for pistals should be 0-30m and start getting serious negative modifiers beyond that. Depending on the pistal, the optimum range can be moved around somewhere in there, or maybe for some special cases ie Republic blaster that seems to have a high range, move its limit to 35m or 40m. But your average pistal should be getting for example negative 10 at 40m, negative 25 at 50m and nagative 40 at 60+m. This is accurate with pistals both in RL and in SW universe. The pistal is fast, and accurate only at closer range. In this game they should be the fastest ranged weapon, with the lowest general damages. The pistoleer should be up close in combat, moving about, dodging weaving, doing some minor crowd control, tangling up the enemy, and keeping them distracted from the other weapons type characters. Already pistoleer has skill bonuses for accuracy while running, and that is great, and should be there. This is what the pistoleers should be doing. kneeling, rolling, diving, running. They need some decent defencive mods, both against ranged and some against melee. Since the meleers will likely be coming after them. If the standard dodge, block, perry? defences work against both ranged and melee then thats fine.


CARBINE: The carbine is the middle ranged weapon class between pistals and rifles. They are a little slower then the pistals, and do a little more damage. They should have good ranges say from 30m to 50m. That is their best ranges with no negative mods. If they go below 30m or above 50m, they start getting nagive mods. Maybe a little higher mods when going above rather then below. I say this because in SW you see carbines being very inaccurate at long ranges, blasting all around the target. So the carbine is a little more powerful then pistals, and a little slower, and the carbineer will stand back behind the pistoleers, moving some, but not as much as the pistoleers. Doing some major crowd control, hitting with some high powered hits at the targets. They have some bonusses to accuracy while running but not much. They should be standing or kneeling for best results, and some moderate ranged defences. Not as high as the pistoleers, but a little more ranged defences, and a little less melee defences.


RIFLES: The rifle is the ultimate long range, ranged weapon. These guys should be able to have no accuracty nagative mods for anything over 50m. They are the long range, take out the larger more troublsome targets, lay prone and snipe. The rifleman should be in the last ranks of combat, picking off single targets, or helping to take down the large ones. They are the slowest of the weapons, but also do the most damage. Idealy, the rifleman should not have to worry about anything other then other riflemen attacking them. The pistoleers are the primary defence for rifleman, and the carbineers being the secondary. The rifleman already has anti sniping skills for making other rifleman vulnerable, so this is already in line for logical combat. The rifleman will start getting some penalties for coming in closer then 50m. Say at 40m negative 10, at 30m negative 40, and 20m or less, negative 50. As I believe they already have, if the riflman is prone, and taking cover, etc. should be the ultimate sniper and concealed. Anyone shooting at them with ranged weapons, should have some pretty hard nagatives to hit that rifleman at that point. The riflman should have some pretty high ranged defences, especially with the above mentioned conditions, and no melee defences.


The basic idea of this post is to point out that the range modifiers for weapons are totally whacked and make no sence at all. Some don't even have a positive one at all. There should be a range of distances, where the weapons do get positive modiers, and outside that range they get negative modifiers.





Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
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