Rifleman Archive

Thread: CU docs are up folks check out the development thread

Cpl_Fisher
Tue Mar 29, 2005 6:34 pm
#1



Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
Ackehece
Tue Mar 29, 2005 6:39 pm
#2

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.





"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Ackehece
Tue Mar 29, 2005 6:45 pm
#3



  1. 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.


  2. 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


  3. 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.


  4. New Armor Sets
    There are four new complete sets of Faction armor which will be available to both Combatants (PvE) and Special Forces (PvP):



  5. Imperial Reconnaissance: Armor Wearable by all species except 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



  6. Imperial Assault Armor: Wearable by all species except helmets fit Humans and Zabraks only.



  7. Rebel Battle Armor: Wearable by all species except Wookiees and Ithorians.



  8. 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:



  9. Bounty Hunter Armor: Full Sets available for limited species



  10. Mandalorian Armor: Full Sets available for limited species



  11. Marauder Armor: Full Sets available for limited species



  12. Rebel Recon Armor (Marine armor): Full sets available for limited species



  13. RIS Armor: Full Sets available for limited species



  14. Tantel Armor: Full Sets available for limited species

Message Edited by Ackehece on 03-31-2005 10:01 AM



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




freelancerx
Tue Mar 29, 2005 6:58 pm
#4

Gone is the ranged DB



DARLA WESTWAY

DFR Council Member


Ackehece
Tue Mar 29, 2005 6:58 pm
#5



and more tidbits:



  • 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



  • 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




"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Mujadaddy
Tue Mar 29, 2005 6:59 pm
#6

Sorry for the post, but when I started my other thread, it hadn't loaded this one yet



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WolfGuy
Tue Mar 29, 2005 6:59 pm
#7

Can someone post a link to this shizzle?




"zOMGz w3-3r g0nn@ pwn teh n00bz!! board the roflcopter troops!"- Fly
Taggart
WolfGuy <I> Gaun Hung-Lo <RIFT>
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Ackehece
Tue Mar 29, 2005 7:00 pm
#8

And the amazing thing is... Much still has not been disclosed (but it should be fairly apparent quickly on TC)

please GO IMMEDIATELY TO TC and try out rifleman. There are a few issues that we will need to address immediately.



  • range issues

  • what does cover do

  • speed (no speed cap anymore guys)





"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Ackehece
Tue Mar 29, 2005 7:01 pm
#9






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



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




GrayFox9420
Tue Mar 29, 2005 7:09 pm
#10

It's here, WolfGuy.

As for the changes...
/putoncrashhelmet; /crossfingers



________________________________________________________________
Gra'y Foxx - Colonel in the Rebel Alliance
Teräs Käsi Master [ Master Rifleman
Auzzie Packrats Loot vendor: -3836, 6159 Basinia, Naboo

Cpl_Fisher
Tue Mar 29, 2005 7:30 pm
#11

Uhm on TC and no CURB?



Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
Waste93
Tue Mar 29, 2005 8:04 pm
#12






Ackehece wrote:


  1. Imperial Reconnaissance: Armor Wearable by all species except helmets fit Humans and Zabraks only. WOOKIEES IN RECON ARMOR - Come On Waste!



  2. Imperial Assault Armor: Wearable by all species except helmets fit Humans and Zabraks only.



  3. Rebel Battle Armor: Wearable by all species except Wookiees and Ithorians.



  4. 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.





Colonel Waste - The Wookiee Crusader
Cpl_Fisher
Tue Mar 29, 2005 8:20 pm
#13

Maybe so they last longer as meatshields?



Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
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