Ranger Archive
Thread: Combat Revamp Ideas (Not specifically ranger related)
- I would like ham costs to be removed from the game and instead have attacks on timers (ala COH, WOW)
- Buffs were out of the game andanother longer lasting and quicker buff system was in place
1: HAM& HAM COST:
HAM would change completely for me, the ham values of the person would depending on how much enhanment the player gets, how effective their armour is and how powerfull their shots are, here isa rundown of the ham set up as i would have it:
Primary Pools:
Health: This value is pure life, shots doing normal damage hit this pool.
Action: This value is your explosive energy, a player who attacks this is exhausting your energy supplies.
Mind: This value is your mind state. Players can target this pool with devastating effect.
Secondary Pools:
Toughness: This value replaces stregthand is used to calculate the protection you get from wearing armour. A high toughness rating means you geta higher protection rating in armours.
Power: This value replaces quickness and is used to calculate the power of your shot. A high power rating means a higher damage rating.
Focus: This value is used to calculate how much Energy you use. A high energy value means you drain less energy from your energy pool.
Regen Pools:
Constitution: Same as before, regen of pools
Stamina: Same as before, regen of pools
Willpower: Same as before, regen of pools
Special Pools:
Energy: The pool is unattackable and it is where the player drains energy by using specials. The bar goes down as each special is used and is calculated but taking into account the focus value and the weapon energy cost. This pool regens very fast when sat in camp or sat in a cantina.Ithas a fixed regen rate and when you run out of energy you cannot use specials until you have enough.
Many may not but i like the idea that the player is challenged to come up with good tactics to win a fight. A powerfull shot should not stop you from attacking more than others, just take longer to use again. Some specials can have combat delays such as a sniper ability for example but that should be seperate, normal specials should be on their own distinct timers to prevent spamming and encourage tactics.
2:IMPLANTS (replacement for buffs)
Implants would beadded to 'replace' the buff system. Basically you will be able to purchase implants from either docs or another profession. These implants are rated and are designed to allow the use of 'Enhancers'. The implants on their own do not do anything apart from allow you choose which type of enhancment you want depending on what it is, for example the Skeletal Reinforcment Implant controls direct access to your bones and will allow the use of the Defensive Enhancment, the The Hyper-Synaptic Implant links directly to your synaptic functions and allows the use of Offensive Enhancments however you can only have one implant installed at a time.Thereare variousenhancements you can have:
- DefensiveEnhancmentPack (Health, Action, Mind, Toughness), this buff would be seen as the defensive enhancment, its gives you more life, therfore harder to take down. This enhancment pack is installed by a doctor
- Offensive EnhancmentPacks (Stregnth, Focus), this buff would be seen as the offensive set up as it reduces the amount of energy you use, and increases the power of your shots, this is ofcourse at the cost of potential defensive bonuses. This pack is installed by a doctor.
- State Of Mind Enhancment Packs (Constitution, Stamina, Willpower, Energy). This pack increases the time it takes for you to regenerate health action and mind values and also increases your energy values. This pack is applied by a musician or dancer and can be applied at the same time as the defensive and offensive packs (doesnt require implant)
The implants work as pre made components players can ask to be installed and each implant has a rating that 1: Indicates how many enhancment charges it will allow before breaking and 2: The enhancmenteffectiveness figure. The packs on the other hand have a power and duration figure.
The durability (1) figure could go up to a max of 50 uses and this means you can install up to 50 enhancment packsover its lifespan before you will need a new implant. The multiplyer figure (2) is used in the calculation of the enhancment value. All together your HAM base values, enhancment pack ratings, implant ratings and doctor/dancer/musician skill are all taken into account to calculate just how much of a buff you will recieve.
An example for how the buff system works using base ham values.
Example 1:
You have aDenfensive Implant with a durability rating of 50 andan effectivenessof 500. Your Health, action, mind, toughness are as follows: 1000,1000,1000, 500. Thedefensive enhancmentpack you use has adurability rating of 4 hours, and a power rating of 500.The way you would get thebuff is: firstyour base stats would be divided by the pack power rating, so Health: 2, Action: 2, Mind: 2, Toughness: 1. This value is then multiplyed by theimplant effectivenessfigure (500 in this case) which means: Health: 1000, Action: 1000, Mind: 1000, Toughness500. There is no change because this template is made for2x buffs. Theenhancer is applied by a doc with 100 enhancment rating giving 100% of the buff so the players ham now looks like this: Health: 2000, Action: 2000, Mind: 2000, Toughness: 1000 and will be like that for 4 hours.
This character is clearly tuned to a defensive set up but another example of a less powerfull person would be:
Example 2:
Implant rating of 400 durability of50 uses, HAM of 750/750/750/400 (H/A/M/T) and a pack rating of 500 for 3 hours. HAM / pack power = 1.5/1.5/1.5/0.8. These values are multiplyed by the implant rating of 400 = Health: 600, Action: 600, Mind: 600, Toughness: 320. The buff is applied to the player by a doc with 80 enhancment rating so only gets 80% of the buff. This results in an and ham value of: Health: 1230, Action: 1230, Mind: 1230, Toughness: 656 for 3 hours.
Hope this helps in showing the variation in results depending on the players HAM set up and the rating of the equipment/components.
Implants are crafted by either docs or perhaps droid engineers/bioengineers. These items as described earlier simply let you instal enhancment packs to them. The enhancment packs arebasically doc made buff packs that usemore resourcesthan a single pack currently does to offset to combined applications (4 stats in one for the defense pack). The overall resource cost would still be less so most likely the credit cost would also be less, however the main point is that the time it takes to apply the enhancer would be extremely reduced. You ask what pack you want in relation to your implant and bing, the dock applies the pack in one single charge.
This makes buffing up much more quicker, cheaper and overall limits yourdowntime so you canget back into pvp and combat right away without having serious costs related to death (refresh timeand credits). This should create a much more attractive and accesible pvp environment and hopefully increase pvp participation.
The main underlying concept of these ideas is to not make buffs less attractive, just make them cheaper, quicker to get, more specific, have base ham count andchange the wayspecials are used to promote tactics and thinking.
As for ranger specific changes im working on some easy to implement stuff at the moment related to the combat balance. They cover alot of areas.
Ranger changes in regard to these ideas would be certainly creature damage multiplyers, we wouldnt need to invest heavily in power because of damage mods would take care of that, also defense mods etc would be included, the list is endless on what things could effect rangers in this regard.
Ok that about does it. Sorry for being brief in parts, just brainstorming once again on how i would idealy like to see things.
Thanks for reading