Rifleman Archive

Thread: Headshot4: One Sniper's Suggestion

TWiZTiD09
Fri Aug 22, 2003 3:01 am
#27

That was a response to the post before yours TooMad. In response to yours, well I read it quite quickly and didn't pay much attention because quite frankly I was pissed at the fact that you needlessly dogged on my writing style for some reason. If we, as a profession, want to get something done I suggest we cooperate instead of flaming each other for things that have absolutely nothing to do with what we are trying to accomplish. When someone insults me I feel the need to defend myself, which could very well just turn this thread, which I was hopingwould betaken seriously, into a "my writing is better than yours and you smell" flamefest, it could be fun, but I would rather not. Sure maybe I like to make myself feel cool by using "big words" in my posts, but I've got a hunch that the only reason you caught me is because you are so familiar with the method yourself. I apologize if my grammar wasn't quite up to your standards, I will try harder next time...I'm sure with some practice, and maybe some coaching, I can get my posts on the Star Wars Galaxies Rifleman Board to be grammatically flawless. Sigh, honestly who cares, stop trying to start trouble, or stay the hell off of my thread. I will attempt to read and comment on your suggestions some time in the near future, when I can examine them from a more objective state of mind. Once again I apologize if I've used any big words that might have offended or upset you in this post, and if you would like I could email my posts to you before actually posting so that you could sort of proof read them for me in advance. That way we could avoid you being such a little **edit** and me getting so pissed off at you being such a little **edit**.


Bah, look what you've made me do...please don't murder my thread, and lets try to stay on subject from now on.


Oron Dread

WemParoo
Fri Aug 22, 2003 3:15 am
#28

Wooah Dread, just ignore him, not worth your effort. I love the way this thread is progressing! The input is excellent, and I think this skill has alot of promise, it just needs to be tweaked until it is just right.


You guys have the power, and if you ever doubt that, look at your T21 Posts, there is power in numbers, so debate it over and get this done!




With Honor-
Whem Pareuh
TWiZTiD09
Fri Aug 22, 2003 3:28 am
#29

Aye, Whem has the right idea here. Keep your suggestions on how we can improve this plan comming. If we canmuster up enough support, we can revise this proposition and bump it on up to the main boards, and hope we get some attention from the devs.



Oron Dread

TooMad
Fri Aug 22, 2003 3:38 am
#30

I spent four line stating it was my opinion that I didn't like the way to posted admited my was wasn't good either and then threw out my own ideas. You spend however many lines to flame me for flaming you being long winded by again being long winded. Well you admited to being long winded so I have decided that I like you despite your shortcomings


/endflame


TWiZTiD09
Fri Aug 22, 2003 4:17 am
#31

Ok, so the consensus seems to be that the hit meter really has no place in this particular game. Which presents us with a challenge: what, if anything should take its place? An important question because the hit meter was ultimately what determined the accuracy of this discipline. Is it best to leave the accuracy of this move up to the normal calculations that dictate accuracy in normal combat, based upon skill mods granted by advancing up the Rifleman tree? I would really like your input on this one, because it is a very important part of the skill. Also to clarify, once in the covered position required to attempt this skill you would be in a prone position and immobile, that is, unable to crawl around, but you would be able to simply stand up unless you were spotted and someone opened an attack on you. The 10 minute timer I spoke of dosen't refer to immobility or an inability to raise posture, it refers to the period of time that restricts how often you can use this skill, and this timer starts once you leave the covered state that you enter in the first stage of the attack. So you must enter a covered state to attempt the move, and once you stand up--leaving the covered state--this timer starts, you aren't immobile or anything, you just can't get back into the covered state and therefore cannot use this move until the 10 minutes (or whatever amount of time we decide is fair) has passed. It is just a recharge timer.


I also mentioned another timer that would start upon failure to hit your target using the headshot4 discipline. This timer would render you immobile, unable to raise posture, unable to use headshot4 or any other specials...though your basic attack abilities would be enabled, and you would also lose the covered state effect making you pop back up on radar. And these vulnerabilities were suggested with balancing in mind, so that other professions would agree to allowing us this one shot kill. To be completley clear,the covered state I mention so much has the following effects: makes the Rifleman invisible on radar only...he is still open to targeting and attack if he is spotted, once in the covered state the only attack the Rifleman can use is the attack portion of the headshot4 discipline...this rules out basic attack as well, of course once entering the covered state the Rifleman will take the prone posture and be unable to crawl. I think that's all for now, I really gotta get some sleep.


In response to TooMad, amen...welcome to the team.



Oron Dread

TWiZTiD09
Fri Aug 22, 2003 4:27 am
#32

TooMad, just re-read your post and you've got some really good ideas in there, but I'm going to have to address them tomorrow...it's 4 am and my brain can run on whatever caffeineis leftin my body no longer. Also I encourage more people to post plans like you have done so that we can bring bits and pieces from all over together in order to formulate a master plan that can be agreed on by all Rifleman and bumped up to the main boards for consideration.


Good night,


Oron Dread

TWiZTiD09
Fri Aug 22, 2003 6:19 pm
#33

Ok, TooMad brought up some great ideas, some of which I feel should definetly be incorporated into the master plan for this skill.









TooMad Wrote:


Improved wound chance to prevent players from nullifing this with doctorsat least forcing them to expose their droids to hostile fire orsendingthe wounded to a field hospital







I agree that his move should at least have the chance to severley wound the targets mind pool.








TooMad Wrote:


No twitch meter this isn't nintendo this game is meant to be more character skill based and not player that's why it's a roleplaying game and not an action game.







Due to popular demand, the hit meter will be removed, however we still need a way to determine accuracy, unless you would rather accuracy rely on the basic game mechanics that decide accuracy in normal combat. Any ideas?








TooMad Wrote:


Done from and advanced form of cover at 64m (game mechanics reasons only)drops player off radar and makes them impossible to target until they fire their first shot.







Could you please elaborate on the reasoning for keeping the range at 64 meters? I'm assuming that you meant altering max range would require a lot of work due to it being at the core of the games programming or something along those lines, but if we are asking for a skill this complex, we might as well ask for some extended range to go along with this skill. As far as the advanced covered state, I feel as though this and the ability to drop off of radar are both must haves for this skill. Although I would love to be completely untargetable while in the covered state, I originally decided to make Riflemen in this state targetable if spotted or tabbed because I thought other classes would strongly object to allowing their opponents to be completely untargetable but able to attack them, with a one shot kill move no less...so there needs to be some more discussion on this one.








TooMad Wrote:


Can only be set up in "sniper build zones" where the sniper sets up his camo and gets comfy


Can create a "sniper build zone" by mimicing the surrounding terain this takes time to set up while the sniper would gather the resources to make the nest or he can harvest one earlier to speed up the process but the camo kit can only be used in that specific type of terain.







This would have to be my favorite part of your plan. By having to createcamoflauge sniper's nestsin order to enter the advanced covered state, we can do away with the 10 minute recharge timer on the covered state, this will effectively prevent Riflemen from abusing this skill while at the same time creating a realistic feel for them. However the way in which this sniper build zone is used needs to be clarified. Would this work in the same way that Scouts create camp kits? Meaning that some sort of crafting and foraging skills would be necessary? I tend to think that makes this all far too complex, we would be asking for multiple new commands on top of our primary suggestion of Headshot4. I think the simplest way that this camo sniper's nest/ ghillie suit method of entering the covered state could be implemented is by presenting a message to the RIfleman when he attempts to enter the advanced covered state. For example, once the Rifleman finds a good position, he would press the button or enter the command designated to enter the advanced covered state, but instead of instantly entering this covered state he would be promted with a message such as: "You begin to manipulate the terrain around you in order hide yourself from view." And hiding yourself from view would take a couple minutes or so, and maybe even pop up a timed build zone in the spot that you plan to take cover, much like when you plant a building. Should this take some kind of resources? How long should it take? Let me know what you all think.








TooMad Wrote:


Awarness checks can be made to notice the sniper's nest and make the sniper himself targetable


An awarness check made once the sniper fires his first shot to give an "area target" to return fire if the sniper can pull out and be somewhere else he can possibly avoid retaliation a highly sucessful check means the sniper himself comes up on radar and becomes as a normal player only deader


Large bonus to awarness check if the sniper tries to take a second shot or more


Counter sniping line is just that and gives us awarness check bonuses so we can go with hunting parties to ferret out snipers







Another good idea, this would actually make counter sniping quite useful. However this also would require another skill to be added. Whether or not the Rifleman in stealth position is targetable or untargetable needs to be decided before we got much deeper into this portion of your plan, but here are some of my ideas on this assuming that the Rifleman in the stealth position is completely untargetable by most players...The exception would be players with the counter sniping tree. For clarity, we could call this skill SurveyArea.This skill would be granted on the counter sniping tree, or maybe at master Rifleman along with Headshot4, whichever we as a group feel is more appropriate. This skill could work like on stealth targets just as tab works now, meaning that if this skill were performed while facing the direction that a sniper is assumed to be positioned in, he would be targeted.
My next suggestion could either be implemented along with SurveyArea, or instead of it in order to keep things as simple as possible. Here's the idea: Once in his covered state the Rifleman would be untargetable until he moves or fires. Once the Rifleman moves or fires he pops back up on radar and is targetable for a short period of time (lets say 15-30 seconds). Before I stated that Riflemen would be unable to crawl once in the covered position, but this way they could crawl to close range if their target happened to move out of range, but the penalty for movement would be a sort of un-stealth TEF. I tend to like this idea better than the awareness check/ survey area idea, just because it keeps things simple. What do you think?








TooMad Wrote:


Shot doen't just incap it is a DB or a chance for an automatic one at least.







This works for me, but only if we can get the ranged pushed back to somewhere around 90-100 meters for this skill, otherwise after using headshot4 the Rifleman will be in Sniper Shot range anyway and can throw one of those in after his headshot4 for the DB.



So what do you guys think?



Oron Dread


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