Rifleman Archive
Thread: -=Concept Thread=- Signature terminal mission type for each profession
AxilX wrote:
just a quick question?.. why a time limit? it adds nothing to the enjoyment of the mission, and can only be annoying, it also limits some of these missions to combat professions with area effect shots, or else makes them very easy for those with area effect shots. if these missions are implemented, difficulty should be increased through mob level, and AI, not some silly, artifical time limit.
Ackehece wrote:
- Rifleman:
- Snipe leader of Gang without involving the rest of the gang
- Suppress Rebellion / Imperial Forces by removal of front line troops (Kill 10+ factional CL 80s in2 mins or less from the first shot)
- Bring me the head of the Evil Bantha King (double Elite cl 95) Time limit 30 mins, can spawn in a area of up to 500m from the waypoint
- Sneak Medicine into a camp to a sick slave (no killing allowed) Guards are spaced 42m apart
- Carbineer:
- Suppress Riot with deadly force (use supression fire and snaresto hold down a mob that is5 cls lower the the mission holder - spawn 10+ Time limit 40secs (this one may actually be required for the mission to work)- do not need to kill all but if any reach the carbineer mission failure during that time period)
- Cripple enemy leadership - kill top three mobs at waypoint - first use crippling shot on each target time limit 60 secs
- Pistoleer: Clear small cave ofsmugglers - close range assault. Not huge hams but lots of mobs. states have 2x effect here. time limited
- Armorsmith: Go to 4 planets in 15 mins and collect major parts of a armor template. Travel and danger avoidance while being hounded by a cl 65 BH. If you succeed you gain a 3 use schematic for a better core
Etc.
Message Edited by Ackehece on 07-27-200508:16 AM
Message Edited by Ackehece on 07-27-2005 08:16 AM
AxilX wrote:
wasn't really talking about the 'rules' (why have rules anyway? they're not coding limitations, so why eliminate certain ideas from consideration?) but many of the suggestions.
Ackehece wrote:
- Rifleman:
- Snipe leader of Gang without involving the rest of the gang
- Suppress Rebellion / Imperial Forces by removal of front line troops (Kill 10+ factional CL 80s in2 mins or less from the first shot)
- Bring me the head of the Evil Bantha King (double Elite cl 95) Time limit 30 mins, can spawn in a area of up to 500m from the waypoint
- Sneak Medicine into a camp to a sick slave (no killing allowed) Guards are spaced 42m apart
- Carbineer:
- Suppress Riot with deadly force (use supression fire and snaresto hold down a mob that is5 cls lower the the mission holder - spawn 10+ Time limit 40secs (this one may actually be required for the mission to work)- do not need to kill all but if any reach the carbineer mission failure during that time period)
- Cripple enemy leadership - kill top three mobs at waypoint - first use crippling shot on each target time limit 60 secs
- Pistoleer: Clear small cave ofsmugglers - close range assault. Not huge hams but lots of mobs. states have 2x effect here. time limited
- Armorsmith: Go to 4 planets in 15 mins and collect major parts of a armor template. Travel and danger avoidance while being hounded by a cl 65 BH. If you succeed you gain a 3 use schematic for a better core
Etc.
still those are examples not neccessarily what we want but ideas to kick off.
I tend to feel a timer is a better thing then adding more ham to combat targets to make the combat more interesting.
as for crafters and time limits. A crafter can do anything given enough time. The time constraint forces them to get out there and do it rather then sitting in a quite corner for a few weeks grinding away while paying people to bring stuff to them. It adds an element of challenge.
but again Timers are not requirements - they are just my way of making the mission more challanging then craft a and then craft b
For Ranger, I'd LOVE a mission where I had the option to help or hinder a mid-level NPC jedi. Either escort them thru a series of dangerous MOBs (using camo and other skills to evade and avoid combat as much as possible), or intercept a group escorting a mid-level NPC Jedi (again using camo to avoid detection as you get in close) - this gets even MORE interesting once the Ranger changes go live and you could sneak up and lay traps in thier pay if intercepting, or use stealth skills to scout ahead andclear the way orlead 'em around danger. Give it a time limit, and upon completion the reward could be a special title: Either Antarian Ranger, or Imperial Sector Ranger. Have the mission given out by one of the factional recruiter / coordinator type NPCs. Imps get the intercept mission, Rebels get the escort mission. Hoooah!
EzioMedic wrote:
Do it!!!! More content is good...
that is the idea ^_^
As a MBH, I would say that this idea is awesome. It spreads the wealth in terms of loot, and it would reduce the number of Bounty Hunters. I think a lot of people are playing BH simply becasue they have decent content that pays well and has good stuff. A Galaxy should not be filled with 40% Jedi, 40% BH, and 20% everyone else.
antares_Kauri wrote:
I think there is promise with something like this, though the BHs might think it steps on their toes, I'd disagree. There could be multiple levels of missions, just a few, to get up to a higher level mob of some sort.
I think these missions could come from the profession trainers, and could be available upon reaching a lvl 4 box or master (with the appropriate level and reward). Of course, nothing like this could come for a while as the devs are doing bug fixes and no content at the moment, unless some dev wanted to spend a weekend on it or something.
The loot could be (I argue should be) geared toward the profession. I don't think BHs should be looting all the high level goodies for everyone through missions only they can take, but at the moment, they're the only ones with these types of repeatable missions (unless you could entertainer missions, which I doubt many people would say are either interesting or rewarding).
They could start out as based around the regular missions given out by mission terminals, with a little extra here and there and profession-specific loot/text even. I think that this would be something everyone could enjoy and would add a lot.
antares
Some thoughts:
First I like the idea of going to the Profession Trainer to get these missions/quests. The NPCs are already there, so just add more functionality to them.
Second, I think that the Trainer shoulld hand out mission based on template type. A MRifleman/MCM has slightly different choices than a MRifleman/MCarbineer, and the challenges are tailored to the strengths and weakness of that template. That would be harder to code, but if there are going to be individual "stovepipe" Profession missions, then it might not be that much harder to make missions that combine the elements of each.
I also think there might be an advantage to a "Group" mission category. A Rifleman gets a mission that requires grouping with a Carbineer and Pikeman, and the mission first gives a common waypoint to meet up with your comrades (whom you would not know in advance). Once the memebers have grouped together, and only those members..no additional members, the mission sends the group off to take down a big target or a group of targets, like raidinga building or camp. The "Group" mission would be tailored to the skillsets of each member (they were "uniquely qualified" for this missiion). This would take advantage of this game being a MMORPG, where we meet new people and learn to work together.
Well, first thigns first I guess. The stovepipe missions would need to exists, so that every profession can use their primary skills. Next we would have "hybrid" missions that combine elements from the 2-3 profession's Signiture missions that tailor tothe specific template standing at the Trainer. This would be harder to do, but I think it would be doable.
For the Group mission, I think a critical element is that you don't know who you will be grouping with up front. The mission would have to be formed more like a quest, with a 5-15 minute window or something. Step one would be to meet an NPC at a certain waypoint, who is organizing the team. This NPC could be in the middle of nowhere, but on a main world like naboo or corellia. Once the window duration has past or 8 people have requested the Group Mission, the system calculates the individual templates of the group, and tailors a challenge that fits within the combined skillset. Then everyones journal is updated with general requirements, and each team member might have a few points they are directly assigned. Not everyone would always have a direct assignment for each phase, so the group members would ahve to decide who best to pair up for higher success.
In some ways the Corvette is like this, except for the group customization aspect. Perhaps the Vette could be modified to work this way after the missions are programmed.
These Group Missions could alsohave a GCW flavor, like the Vette. Taken from specific NPCs that are on different planets, and with some being neutral, Imperial or Rebel. Neutral missions could be all PvE, and Rebel/Imperial missions could have a PvP aspect as well, factoring in the PvP rating of the group members...groups with a low PvP rating would only do PvE, and the groups that could handle it well could fight against each other at some point.