Player Associations Archive
Thread: A new Profession
Page 1 of 1
SephorOTH
Mon Nov 15, 2004 6:25 pm
#1
- First understand that this is a post about the Mercenary profession, not other prof’s you think up, those are for a post you make.
- Well, with all the hype with Jedi and now the new Combat revamp, and the nerfing of solo groups, there are many things to now consider. While the Combat revamp will add a lot to the combat professions as far as fighting goes, but with the complete nerfing of solo groups it will be considerably hard to earn any money at all. Especially when Doctor buffs are nerfed. Plus with everyone and their mom going for Jedi now it’s a getting a bit ridiculous. So this is what I propose- We need more incentive to be the combat professions now, because the cool new moves and such will get old sooner than later and I personally know many, many players who are leaving the world of SWG because of the nerfing of solo groups and the initial lack of wanting to be any combat prof at all anymore. So I think it be a very wise move on SOE’s part to make a few new profs to dabble in. I think one of those can be a mercenary class. This class would not be like BH at all. The way it would work is, it would have more passive skills to what ever prof you already have. Becoming a mercenary would not just be like any regular class you can just go and pick up the novie then grind out either, It will be along the lines of how you become a Jedi accept not nearly as grueling. When you do become a novice mercenary, though, your name is added to a terminal that any player can come and access. You (the merc) decide how much you cost your work is and the better you do your rating goes up. Your rating will be displayed next to your name so the player can see if they are hiring a crappy merc to do their business or an experienced one who carries out whatever mission they design for them to do. Before the Merc accepts the deal the player has to pay, not after, and when the mercenary accepts the mission he cannot accept any more than one at one time. This will keep the merc from screwing over the employer, and the employer from screwing over the merc. The missions the player can have a merc do can be anything from getting a certain amount of material/recourse or putting a bounty on an overt player who always slaughters you, when the merc has completed his mission he will tell his employer and if the employer is happy then he can end the mers job so he can go get more. You can higher a small army if you wanted… you’d better be rich though. Also there can be a terminal where players can list information on jobs they want to do so when a merc is looking for work he can look on these terminals and contact that player. Im not sure exactly how I would work the skill points for the mercenary class, but I know if its to much of a cost then youd have some really weak mercenaries. But I also want to set it up where the player’s who chose to be Mercenaries to have their own template to do what they want with so I don’t want the Mercenary to have to many of his own combat skills but just to make them passive to the skills he already has and a few new skills that comes specifically from this class like, wearing armor from any prof class (as the whole idea of wearing just comp armor is changing in the Combat revamp), but they’d also have some weakness’ of course for the balance, but I think a mercenary should be stronger than that of a regular combat player but of course weaker than that of a Jedi Knight, but not to much weaker. This should balance the way combat profs earn their money, If they want to make money but be strictly PvP, then they can join the mercenary class. Also with this Profession of course should come new armor, and new clothing. This should all together help the economics of the game and definitely create a lot more incentive for people to want to be the combat prof’s again and not just go for Jedi. This Mercenary class should be just as fun if not more fun than that of being a Jedi (notice I did not say BECOMING a Jedi). Ok I would like feed back on this post and I really hope SOE reads this and seriously considers it. I was told it would never be read or considered by SOE at all, but I told them the money paid goes somewhere and if its being paid why not try. I hope I get feed back from Thunderheart or someone, but also all of you. Thanks.
- Well, with all the hype with Jedi and now the new Combat revamp, and the nerfing of solo groups, there are many things to now consider. While the Combat revamp will add a lot to the combat professions as far as fighting goes, but with the complete nerfing of solo groups it will be considerably hard to earn any money at all. Especially when Doctor buffs are nerfed. Plus with everyone and their mom going for Jedi now it’s a getting a bit ridiculous. So this is what I propose- We need more incentive to be the combat professions now, because the cool new moves and such will get old sooner than later and I personally know many, many players who are leaving the world of SWG because of the nerfing of solo groups and the initial lack of wanting to be any combat prof at all anymore. So I think it be a very wise move on SOE’s part to make a few new profs to dabble in. I think one of those can be a mercenary class. This class would not be like BH at all. The way it would work is, it would have more passive skills to what ever prof you already have. Becoming a mercenary would not just be like any regular class you can just go and pick up the novie then grind out either, It will be along the lines of how you become a Jedi accept not nearly as grueling. When you do become a novice mercenary, though, your name is added to a terminal that any player can come and access. You (the merc) decide how much you cost your work is and the better you do your rating goes up. Your rating will be displayed next to your name so the player can see if they are hiring a crappy merc to do their business or an experienced one who carries out whatever mission they design for them to do. Before the Merc accepts the deal the player has to pay, not after, and when the mercenary accepts the mission he cannot accept any more than one at one time. This will keep the merc from screwing over the employer, and the employer from screwing over the merc. The missions the player can have a merc do can be anything from getting a certain amount of material/recourse or putting a bounty on an overt player who always slaughters you, when the merc has completed his mission he will tell his employer and if the employer is happy then he can end the mers job so he can go get more. You can higher a small army if you wanted… you’d better be rich though. Also there can be a terminal where players can list information on jobs they want to do so when a merc is looking for work he can look on these terminals and contact that player. Im not sure exactly how I would work the skill points for the mercenary class, but I know if its to much of a cost then youd have some really weak mercenaries. But I also want to set it up where the player’s who chose to be Mercenaries to have their own template to do what they want with so I don’t want the Mercenary to have to many of his own combat skills but just to make them passive to the skills he already has and a few new skills that comes specifically from this class like, wearing armor from any prof class (as the whole idea of wearing just comp armor is changing in the Combat revamp), but they’d also have some weakness’ of course for the balance, but I think a mercenary should be stronger than that of a regular combat player but of course weaker than that of a Jedi Knight, but not to much weaker. This should balance the way combat profs earn their money, If they want to make money but be strictly PvP, then they can join the mercenary class. Also with this Profession of course should come new armor, and new clothing. This should all together help the economics of the game and definitely create a lot more incentive for people to want to be the combat prof’s again and not just go for Jedi. This Mercenary class should be just as fun if not more fun than that of being a Jedi (notice I did not say BECOMING a Jedi). Ok I would like feed back on this post and I really hope SOE reads this and seriously considers it. I was told it would never be read or considered by SOE at all, but I told them the money paid goes somewhere and if its being paid why not try. I hope I get feed back from Thunderheart or someone, but also all of you. Thanks.
-Sephoroth Miava of Aridia
SephorOTH
Tue Nov 16, 2004 12:16 pm
#3
lol cause i thought i clicked on somethin else when i realized my mistake lol
SephorOTH
Tue Nov 16, 2004 1:12 pm
#4
let me break all that down lol
Well, with all the hype with Jedi and now the new Combat revamp, and the nerfing of solo groups, there are many things to now consider. While the Combat revamp will add a lot to the combat professions as far as fighting goes, but with the complete nerfing of solo groups it will be considerably hard to earn any money at all. Especially when Doctor buffs are nerfed. Plus with everyone and their mom going for Jedi now it’s a getting a bit ridiculous. So this is what I propose-
We need more incentive to be the combat professions now, because the cool new moves and such will get old sooner than later and I personally know many, many players who are leaving the world of SWG because of the nerfing of solo groups and the initial lack of wanting to be any combat prof at all anymore. So I think it be a very wise move on SOE’s part to make a few new profs to dabble in. I think one of those can be a mercenary class.
This class would not be like BH at all. The way it would work is, it would have more passive skills to what ever prof you already have. Becoming a mercenary would not just be like any regular class you can just go and pick up the novie then grind out either, It will be along the lines of how you become a Jedi accept not nearly as grueling. When you do become a novice mercenary, though, your name is added to a terminal that any player can come and access.
You (the merc) decide how much you cost your work is and the better you do your rating goes up. Your rating will be displayed next to your name so the player can see if they are hiring a crappy merc to do their business or an experienced one who carries out whatever mission they design for them to do. Before the Merc accepts the deal the player has to pay, not after, and when the mercenary accepts the mission he cannot accept any more than one at one time. This will keep the merc from screwing over the employer, and the employer from screwing over the merc.
The missions the player can have a merc do can be anything from getting a certain amount of material/recourse or putting a bounty on an overt player who always slaughters you, when the merc has completed his mission he will tell his employer and if the employer is happy then he can end the mers job so he can go get more. You can higher a small army if you wanted… you’d better be rich though.
Also there can be a terminal where players can list information on jobs they want to do so when a merc is looking for work he can look on these terminals and contact that player. Im not sure exactly how I would work the skill points for the mercenary class, but I know if its to much of a cost then youd have some really weak mercenaries. But I also want to set it up where the player’s who chose to be Mercenaries to have their own template to do what they want with so I don’t want the Mercenary to have to many of his own combat skills but just to make them passive to the skills he already has and a few new skills that comes specifically from this class like, wearing armor from any prof class (as the whole idea of wearing just comp armor is changing in the Combat revamp), but they’d also have some weakness’ of course for the balance, but I think a mercenary should be stronger than that of a regular combat player but of course weaker than that of a Jedi Knight, but not to much weaker.
This should balance the way combat profs earn their money, If they want to make money but be strictly PvP, then they can join the mercenary class. Also with this Profession of course should come new armor, and new clothing.
This should all together help the economics of the game and definitely create a lot more incentive for people to want to be the combat prof’s again and not just go for Jedi. This Mercenary class should be just as fun if not more fun than that of being a Jedi (notice I did not say BECOMING a Jedi).
Ok I would like feed back on this post and I really hope SOE reads this and seriously considers it. I was told it would never be read or considered by SOE at all, but I told them the money paid goes somewhere and if its being paid why not try. I hope I get feed back from Thunderheart or someone, but also all of you. Thanks.
-Sephoroth Miava of Aridia
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