Rifleman Archive
Thread: Common sense retooling of All professions.....
Well, it seems apparent that more thougth should have went into the laying out of the professions and how a profession would actually work....
First of likes talk about weapons. Weapons should have a range in which they are ineffective based on the type of weapon used. This has been discussed numerous times. Rifles should be the the only weapon that can shoot at 64m from the non-heavy weapon line. Commando weapons that would normally have a long range should have that long range. T21 and Rocket launcher should be the longest ranges weapons in the game period. After 30m a pistol should not be able to target a creature. Carbineer weapons should have their targeted range halted at 50m. Rifles other than T21 should stop at 64m. As you work down the line back to 0m you should suffer such penalties that at 0 range you should not even be thinking of using a rifle. As for types of weapons, if it says rifle in the name for instance and is described as a type of rifle then it should be in the rifle line...period. Same should apply to pistols.
As a subset of weapons there should have been more thought into specials and what weapons of that would do to in theory to a creature. Rifles should not have a bleed dmg. Rifles are designed to kill a target in 1 to 2 shots. Not bleed them to death. You are more likely to die of massive trauma to vital organs from a a high-powered rifle than have time to bleed to death in an average encounter in the real world. Pistols on the other hand are more likely to bleed you to death do to the fact that thier ammo rarely is designed to pass through a body. Unless you are unlucky enough to have your brain or heart hit with a pistol round you will more likely die from shock and blood loss then from the actual dmg. caused. Hence, Rifles should hit for more muchmore dmg. than pistols but have no bleed specials. When using a rifle you are aiming for specific areas on a target to bring it down in one shot. Atleast that is the intent of a real sniper and every hunter I have ever know including myself. Carbineers use the SWG versions of auto and semi auto small arms. MP-5's for example. They should be the only weapon class capable of spamming shoots to simulate auto or semi auto fire. Pistols can be fired as fast as you pull the trigger, so they should have a longer timer than carbineers between shots. As for body specific specials...eye shot, head shot, groin shot, etc. A rifle is inherently more realistic for taking the time to target such a specific target. Area of Effect shots are the perview of automatic weapons and would be relegated to carbineers and certain weapons in the Commando line. Pistoleers would have the affor mentioned selection of bleeding shots and be Highly accurate a shorter ranges. Let's face it, Pistols should always be a weapon of last resort out in the field. You will never see and army with rifles slung over their shoulders charging the lines with pistols only. Pistols are to street fighting what rifles are to field fighting. Carbineers come into their own in the midranges for amount of fire over multi-targets and for dmg. done compared to rifle and pistol. The over lap between Rifleman and Command comes in the form of the T21 based on discription of weapon in all SWG lit. As the SWG version of the Barret light 50 armor piercing round. Ment to see action against light to mid range armored transports or for absolute kills from absurdly long ranges. Star wars Lit also describes the T21 as a being able to be used a light gatling laser. Hense some special attack that works like a carbineers area of effect shot. But only 1 and only shoud only be able to be used with a specific powerup in a specific postion such as prone. as they also desribe the gun being mounted on a tri-pod mount for it's gatling effect. Commando's come into their own from the fact that thier specialty weapons.. rocket launch, grenades and mines are ment to do MASSIVE dmg to an area but are 1 shot items with the exception of the rocket launch which may be able to be reloaded. Think ww2 tank buster versus modern day fire and throw away version. But they should also have training for ALL weapons. It is part of their profession to be able to handle weapons with the exception of T21 as it really is a specialty weapon ment to be used in a certain way. But I also believe that T21 should only be able to be used at Master Rifleman level to reflect that you have been sniper trained and have passed that training. No sniper is going to go out with a high-end sniper rifle till they have mastered the art of sniping. It is to cost ineffetive to use such a weapon when cheaper and no less deadly alternatives are available.
Melee dmg penalties of the sort suffered by rifleman should be lowered to be on par with pistols and carbineers or have them raised to riflemen ranges. There is no difference to how a much a person would be hurt from holding a pistol, rifle or machine gun. The only differences would result from range fired and dmg of the weapon doing the shooting.Holding a rifle doesn't make me more likely to be gored by a bull than someone holding a pistol.
Professions should have more sense related to them. Who is more likely to know how to get the most out a given weapon...it would be someone that specialises in that weapon. Slicing for speed should have been the perview of the master of a given weapon. Dmg slicing should have been the perview of that artisan creating that weapon as they are ones that would make the special ammo or better configuration that would result in better dmg. Armor slicing should be only be allowed for armorsmiths. Droid engineers should be the only ones that can slice terminals. After all, the highend computer line is their element. I believe that smugglers should be able to try these things as well, but not at the result that someone from the affore mentioned line could achieve. Smugglers should get the merchant line in their profession as they are the logical ones that would be doing all the selling of illegal goods. They have to maintain the pipe lines to move product after all. And as part of selling such "hard" to find goods, would usually have more market savy then anyone else. I think that when buying from NPC vendors, smugglers should get a chance to "Haggle" for a better price on goods bought.Chefs goods should only provide health or action or mind recovery unless specifically designated as "Energy drinks" or some such thing. Doctors should be able to provide chemical enhancement for action and strength but the user should have a chance of becoming addicted to such items the more they use them. After so long, a lowering of stats should accompany and addict that doesn't get their fix... unless a doctor runs them throught the SWG version of rehab.
Faction perks should cost more and be more realistically associated with the rank you hold. Only someone of major or general ranks should be able to walk around with an AT-ST. Only a General should be able to call in planetary bombardment. A private should not be able to get a faction pet. Only someone of corporal or above should be able to order someone to assit them. Privates should only have assess to armor and weapons. Someone of General or higher rank should have the option to "Press into service" anyone of thier faction that is of lower rank than them. There should be some definant cost to joining a faction. If you don't want to be forced into Overt status to assist in resisting a raid or helping a higher ranking faction brother or sister then you should remain neutral. Anyone in any normal army that just sat on the sidelines while a fight errupted around them with an enemy army would be shot at the first opportunity after the battle had ended. Most times. someone of higher rank would order everyone to jump in an kick some butt. Hence "Forced Conscription" the only exception to this would be a faction smuggler as it would be in thier and their factions best interest if said smugglers affiliations where not broadcast to a whole town of opposing faction members. Artisans should be able at higher levels to more effeciently make use of their resources and have a lowering of cost to how much something cost to make. The idea behind this is that with practice they waste less time in production and understand better production methods to produce what they are creating. Less waste less time to create and all over better product. Dancers should have more opportunity to interact with NPC's in their area. They would be the information brokers of the SWG world. You want to know on average how many Rebels there are in a given town...ask a dancer at the local cantina. Every time they heal someone it keeps a tag of wether they are rebel or imperial or neutral. This would reflect normal conversation in a real world situation and over hearing conversation and just keeping their eyes open and knowing how to work the crowd. Kind of like timed area scan that resets after 1 hour like a TEF. At any time during a given hour they can look back over their logs and show that They atleast know that there where 24 rebels in the area as of that hour and who they where.
I think I will stop here for now even though I have more ideas. i feel that this alone will be enough for everyone to think that I am crazy.lol
You make some good points... But the problem is all professions need to be in balance with each other so pistols need to do some dmg...
IMO rifles SHOULD be the only ones to shoot at 64 other than commando's with rocket launcher.... This will make a REAL reason to have our penalty to melee...
I like the idea about bleeding shots but expand the roles... Makes riflespure single far rangeddmg, carbiners medium ranged AE attacks and pistols bleeds and melee KD... This will make them more realistic and have more roles in combat...
Melee should be given higher ranks to dodge attacks if they are using a melee weapons/ HTH so it semi banalces Ranged v Melee. But in PvP with the new accurcy changes they got a helping hand so i wouldnt bump the up tooo far.
I like the idea about faction rank... There needs to be a real reason to gain rank... You should gain perks at higher ranks,Near high level ranks you should be able to do faction missions to killnpc bases, this also forces to be grouped to kill a base since you need many classes to do thier functions... Maybe thats in the game but i have never seen it. IMO these should be considered more events and not farmed for exp so should limit a person to do thislike once every4 days or so. That isnt so bad becausesince these are group missions you can do it another time with another group member. Try to find the average groups to do this and time it so that over time it averages your doing like once a day or so, that sounds fair. I also want rank as an option to be shown like your job title, i like it even as covert but only overt makestrue logical sense...
I disagree about your coverts should join a battle... These arent offical battles between the imps and rebels... these are littleskirmishsso your notAWOL if you dont preticipate. Plus rebels are suposed to use gorrila tactics and pick their battles... IMO imps should always be overt since they dont use gorrila tactics but brute force with their ATSTsbut that isnt going to happen, so dont flame me LOL,,,
I do like the idea about making enterainters have more roles to play than just sitting in a cantiena but what, i dont know.
Well there is my 2 cents...
I think thanks to Innovative thought and ideas like these, the Devs will begin to more closely look at all the Weapons and thier attributes. Too many Vital points are being hit that need to be LOOKED at to make the game more Understandable.
-=Sazo - Radient=-
Where didthey get the 64M for max range anyway? That sounds about right for pistols but rifles need more room.
Competition rifleranges are 100, 200 and 300M and extreme range set for 1800M. Course these are current rw rifles not the nerf guns they have in SW.