Rifleman Archive
Thread: CU docs are up folks check out the development thread
Rifleman
Primary Role: Long Range Damage Specialist
Secondary Role: Long Range Crowd Control (Position Control)
Offense: Very Strong(5)
Defense: Minimal(1)
Crowd Control: Moderate(3)
The Rifleman is an expert at long distance damage. Riflemen have a few support abilities to help them in this role including abilities to conceal themselves and keep opponents at a distance for a short while. Once an opponent has closed the distance however the Rifleman is extremely vulnerable.
The role of the Rifleman is that they are the embodiment of long range damage dealing. They should have abilities that allow them to maneuver at the edges of combat setting up devastating long range attacks and shots from hiding. Other ranged profession abilities such as Carbineer or Pistoleer could be used to expand and enhance a Rifleman's ranged combat options or melee profession skills like Teras Kasi may be desired to allow the Rifleman to better deal with opponents who would eventually close with them.
- Profession Stacking: Star Wars Galaxies has a versatile skill system so players can choose many different types of professional skills and develop unique characters. The Combat Upgrade enhancements will make "Profession Stacking" equitable introducing many new and interesting combinations. Players will be able to mix and match their skill sets to create powerful combinations of professions.
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Weapons
- Weapon Damage: Weapon damage will now be based on two types of base damage "Kinetic" or "Energy" and also elemental attacks where appropriate (Heat, Cold, Acid, Electrical).
- Weapon Certifications : Each of the professions in SWG has a "certification" that unlocks specific weapons that are appropriate for the profession's role. With the rearrangement of combat roles in the Combat Upgrade, the certifications have also been rearranged to better reflect the profession's roles and the weapons they can use in combat.
- Weapon Statistics: Weapon statistics will now be based on the new "Health-Action-Mind" changes and damage types. As part of this change, weapon class distinctions have been improved by making sure different weapons have different strength and weakness attributes that work well in combat. For example, high-powered, slow firing weapons will be guaranteed to remain high-power, slow firing weapons. Also, low-power fast firing weapons will keep their distinctiveness. The most significant change to weapons is going to be the removal of Armor Piercing, general protections and encumbrance classifications, making combat easier to understand.
- Weapon Effects: One of the biggest and most exciting changes to weapons in the Combat Upgrade is all of the new special effects. Since the overall pace of combat is more engaging, it is important to make sure that players have all the visual information they need in combat to make choices that contribute to their success. This was a great opportunity to add more visual flair to the game. Now, different weapons and abilities will have different special effects so that everyone in combat can look at what is going on and be able to get involved and fulfill their role with a glance at the field of combat.
- Weapons Balance: All of the weapons in the game are being changed to better reflect profession roles and usability. These changes are mostly in the types of damage and the amount of damage they will do when a player is in combat. This includes the speed formula, weapons certifications, statistics, ranges and effects
- Weapon Damage: Weapon damage will now be based on two types of base damage "Kinetic" or "Energy" and also elemental attacks where appropriate (Heat, Cold, Acid, Electrical).
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Armor Certifications
Armor certifications will control what types of armor players can wear by profession.
- Beginning players are not intended to have armor when they start playing (they will not receive any armor certifications) and are able to successfully fight against enemies that they can conquer without any armor.
- As a player progresses they will gain certifications for armor in their chosen profession.
- Beginning players are not intended to have armor when they start playing (they will not receive any armor certifications) and are able to successfully fight against enemies that they can conquer without any armor.
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New Armor Sets
There are four new complete sets of Faction armor which will be available to both Combatants (PvE) and Special Forces (PvP):
- Imperial Reconnaissance: Armor Wearable by
all speciesexcept helmets fit Humans and Zabraks only.WOOKIEES IN RECON ARMOR - Come On Waste!updated: march 31 2005 Wookiees and Ithorians will not be able to wear Imperial Armor
- Imperial Assault Armor: Wearable by all species except helmets fit Humans and Zabraks only.
- Rebel Battle Armor: Wearable by all species except Wookiees and Ithorians.
- Rebel Assault Armor: Wearable by all species except Wookiees and Ithorians.
In addition to the full sets that have been added, the following sets of armor have had additional pieces added to make complete sets:
- Bounty Hunter Armor: Full Sets available for limited species
- Mandalorian Armor: Full Sets available for limited species
- Marauder Armor: Full Sets available for limited species
- Rebel Recon Armor (Marine armor): Full sets available for limited species
- RIS Armor: Full Sets available for limited species
- Tantel Armor: Full Sets available for limited species
Message Edited by Ackehece on 03-31-2005 10:01 AM
- DoTs: While DoTs, or Damage-Over-Time attacks, will work much the way they did before, weapons with DoTs have been removed.
- Separate special ability costs from damage
- HAM is now divided into Health, which is where all wounds occur, and two ability point "pools" (Action and Mind) from which all game actions draw
- Health grows over time with character growth
- Ability point pools are unchanging for a species but regeneration rates can be modified
Ability point pools regenerate much faster than the old HAM system
- You must deplete the Health stat through damage + wounds to incapacitate a character or NPC
- Both the Health stat and the Action/Mind ability point pools can be buffed and de-buffed in combat, but only the Health stat has wounds and damage
- HAM is now divided into Health, which is where all wounds occur, and two ability point "pools" (Action and Mind) from which all game actions draw
- Certain professions still have abilities to target specific activity pools with de-buffs
- Deathblow is no longer instantaneous
- Deathblow will have a setup time in which it can be interrupted and the player is vulnerable
- Deathblow will only be able to be done while in melee range. All professions will have the innate ability to perform a deathblow (some may be better at it than others) but none will be able to deal a deathblow from a distance
- Deathblow is no longer instantaneous
- range issues
- what does cover do
- speed (no speed cap anymore guys)
WolfGuy wrote:
Can someone post a link to this shizzle?
lol... read the first post or use dev tracker
oops appears he removed the link
anyway it is on dev tracker
Message Edited by Ackehece on 03-29-2005 07:02 PM
Ackehece wrote:
- Imperial Reconnaissance: Armor Wearable by all species except helmets fit Humans and Zabraks only. WOOKIEES IN RECON ARMOR - Come On Waste!
- Imperial Assault Armor: Wearable by all species except helmets fit Humans and Zabraks only.
- Rebel Battle Armor: Wearable by all species except Wookiees and Ithorians.
- Rebel Assault Armor: Wearable by all species except Wookiees and Ithorians.
Try to figure this out. The Empire that is xenophobic and has enslaved Wookiees makes armor for them. However the Alliance that is trying to free Wookiees doesn't.
Try to find the logic in that.