Rifleman Archive
Thread: How about making Sniper a rifleman/scout Hybrid class?
Ok some people complain that we're not snipers and almost none us us feel that way too. Classes such as Commando/Bounty Hunter are both hybrid fightin classes and . A sniper should be a fighting/stealth class.You could have 4 branches like stealth, aiming techniques, weapon mods, true sniper aiming.Stealth would be using guilly suits(for hiding), rifle crawl speed, and fade awayshot(an ability that allows you to fade away to non aggro after making a reg shot with an attached timer to prevent misuse). Aiming techniques would be Called shot(where you could take a reg shot against a ham of your choice), fleeing shot( a last ditch high ham high close range accuracy shot), and hair trigger(a series of fast random ham shots against a single target, but an almost total ham loss). Weapon mods would includea singlemodification of our precious rifles making each weapon an individual. Weapon mods could include such things as a sniper scope(guareenteed hit when the user is prone and the enemy is standing still), Weapon camo( adds to hiding abitlites), and bayonet(which elminiates the massive h2h mods). Then true sniper aiming would just be a starndard aimng bonus branch and would be used because i propose most of the sniper skills would impose huge accuracy penalties as not to be over used. And at the top true sniper shot( where you would auto db a target that is standing still when you are in the prone). Oh yea and the best command off all the gloat ability where only the dead player can see you making fun of him(joking hehe). Also we get to say we have to learn 2 and a half full skills to get to it and it would be a true speciality class due to using like 95% of all skills to achive master sniper. Well its just an idea of mine and i guess i am rdy for the burnig flames of the boards.
I will try to expand somewhat on the mechanic used to facilitate surpise.
This hypothetical skill would cause the sniper to not appear on enemy radar and possibly change all or some of their exposed surfaces to an apropriate camoflage set of colors. Should the color changing be a part of this skill it would be a set pattern of colors, not chamelion-like matching of the patterns behind the sniper.
The skillends once an attack is given or recieved, or when the user changes to a position besides prone.
Crawling speed while this skill is active is at 50% speed.
The use of this skill would require the use of existing Ranger camo kits.
This skill might be betterplaced as a part of the Ranger skill set, with that branch being one of the requirements for Sniper.
Possible foils for the skill:
-All players and NPCs could get one opportunity to detect the user on radar normally. This check occurs when the user enters radar range of any player or NPC. One person in a group sucessfully detecting would convey this information to all group members automatically. Once detected, the user would need to either leave the detector's radar range or apply another camo kit in order to disappearfrom that individual's radaragain. If another camo kitwere used, all within range would get another chance to detect.
The chance for any player or NPC to detect should be low.
-Use of the tracking skill could have a high chance to detect someone using this skill. This chance would need to be determined by the cost, movement requirements, and spamability of tracking.
-The Squad Leader and Bounty Hunter could get bonuses to their passive ability to see through this skill. I would suggest that they get 2 checks each. Once when moving into radar range, and once when approaching 64 meters.
-Droids could have a new component or have funtionality added to an existing unit. This unit would give the droid a base chance to detect that is higher than normal but lower than a SL or BH. The droid instantly comunicates this data to it's owner. This unit also allows the owner to conduct active Bio-scans which would act like tracking with regards to detection, but at a lower value than a player with tracking.
-Creature pets could havedifferent chancesto detect and perhaps be trained to detect. The owner would get a message but not the actual radar information.
Example: "Your Rancor is uneasy"
3-4 more situations that make creature pets "uneasy" would need to exist. Perhaps when an Overt or Covert enemy gets within a certain range. Maybe a random chance for it to "feel uneasy" at nothing that decreases with CH level or training in detection. Training in detection might pass the radar information along to the owner and allow active searches.
- I'm sure there are more foils that could be thought up.
Feel free to build on this.
I think this is a GREAT idea... IF we as rifleman arent meant to be snipers then allow us to become one... The sniper motto is one shot one kill so we need an attack like that but there needs to do this.The attack from this suposed sniper attack needs to have a FIXED time that cant be mitigated since master rifleman have like no recoil from firing... Also needs to have HUGE HAM costs along with the delayso its not abused killing one person after another without any risk.
Assassin missions would be cool too, similar to BH missionsmaybe?
I'm not too keen on one hit kills. Yes, One Shot, One Kill is the sniper motto, but some things need to be sacraficed in the name of fairness and balance. So long as the result is this:
The sniper attacks from a hidden location at long range.
The target dies.
The sniper has a good chance of escaping to snipe again.
Then I have no problem with the concession.
I love the idea of assassination missions. Perhaps some surveillance missions too?
I agreemean i just wanna answer from the devs or something- are we supposed to be snipers as rifleman if no then let us become them.
The was thinking about a workable stealth issue here. How about after you shoot you have a hide or something ability where it would hide you from the radar and drop you off an aggro list as a target. Now you have say 15-20 sec to crawl your lil happy but as far from the spot as you fired cause they gunna run right there to find you (which should be a check on there part), and you are not able to shoot again till you become unconcealed by time running out or they spot you and start hammering you. Cause one sniper when doing a good job should seem like multiple ones firing from all directions.
In many instances as rifleman we can oneshot MANY non combat and some combat npc humanoids, with 2 lucky hits i can 2 shot a stormtrooper... It just makes sense that they extend the line so that we use a single fire shot thats stronger that SS2, obviously because its a single target and not an area attackhehe. With limitations i think it could be made fair. As a master rifleman we can wipe out groups of mobs with little problem, inculding pvp hehe.
In the missions i think its important that you dont get discovered as the assassin. If you get caught by others you lose the mission even if you kill the mark. Just an idea... Be nice if they could be faction missions on some of themso you can get FPs since many of use dont need money.
If you openly want to kill someone you hire a bounty hunter but if you want to keep your factionhidden you hire an assassin. This should be the distict line between BH and Sniper/assassin folowing the idea that we shouldnt be discovered. Well im off ill post tomarrow hehe later
I agree. If one shot kills are to be allowed in the game by players at all, then a sniper should have them. From the sniper's ideal situation they should occur as the rule and not the exception. This of course is providing that one shot kills are allowed at all and happen with regularity.
Mobs should be open season. I only disagree with one shot kills for players.
Here is a concept of what the Stealth line could look like:
Stealth
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Rank 4
+x to crawling speed
+x to (stealth skill)
+x to Detection
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Rank 3
+x to crawling speed
+x to (stealth skill)
/FadeAway (see below)
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Rank 2
+x crawling speed
+x (stealth skill)
+x Detection
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Rank 1
+x crawl speed
+x (stealth skill)
(I want something here, preferably a command)
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/FadeAway - This command removes the user from a creature's hate list. It also causes the user to disappear from radar for (x amount of time, I suggest 5-10 seconds). Both of these effects are subject to the normal detection chances on initiation of this skill.
Suggestions?
In the intrest of consolidating ideas for a Sniper profession I will put comments I have made in another thread in this thread.
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-Create a class known as Sniper. The requirements would be steep due to the fact that "His profession demands a dedication... that few others even consider..." and the fact that it is "A hard life of extraordinarily high expectations..." that "(few) are capable..." of handling. I propose the following requirements for the class:
>> Master Ranger (141 pts)
>> Rifle Specialist (14 pts + 15 for Novice Marksman)
>> Ranged Support Ability Specialist (14 pts, Novice Marksman previously figured in)
The tree for the Sniper profession would cost 63 points in total which bring the grand total to:
247 out of 250 points ... 3 remaining.
I believe this meets or exceeds the requirement of it being "A hard life of extraordinarily high expectations..."
Given surprise at maximum range, a Sniper should win.
Given maximum range and no surprise, a Sniper should be able to sucessfully flee very often.
Given medium range and surprise, a Sniper should have about a 50% chance to win.
Given medium range an no surprise, a Sniper should have a small chance to sucessfully flee.
Given short range regardless of surprise, a Sniper should lose.
A Sniper should have some mechanic to facilitate this surprise.
This mechanic cannot be infalible or completely un-counterable.
The point cost for a Master Sniper should be huge.
Feel free to build on this.
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Hopefully we can create a hypothetical template for such a class.