Scout Archive

Thread: Scouts and the Combat Revamp

Hakai
Fri Jul 23, 2004 11:11 pm
#14

so in general sense. the CH's are the trainers and tamers, and the Scouts are the riders and "scouts".



Hakai Youkai
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PoilDeCarotte
Mon Jul 26, 2004 2:30 am
#15

Thanks DeltaXi65, yes this makes sense




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Squidwalker
Mon Jul 26, 2004 9:23 am
#16






DeltaXi65 wrote:


Gang,


Since I'll be going to Austin sometime in the next couple of months to meet with the Devs in regards to the Combat Revamp, I would like to go in there prepared with a list of ideas and desires that the Scout community has for us in the revamp.


What kinds of things would you like to see us have in the Revamp?







Here isthe currentlist:


1.) Camps that don't disband when you enter combat;


2.) Master Scouts being able to use specials on mounts;


3.) Change the Creature To-Hit Bonus to include a bonus for melee accuracy in addition to ranged;


4.) Change trap states from dizzy toother states that actually have a negative affect on creatures;


5.) Give campsthe ability to provide a temporary boost to secondaries to increase healing speed on camps;


6.) Allow camps to heal Battle Fatigue;


B

Message Edited by DeltaXi65 on 07-22-2004 04:03 PM






Brisc, here are my thoughts.


1. HEEEEEL YEA. Oh and maybe get the repel to work.


2. Personally I'm not sure on this one since I'm pushing for this in Ranger. If the ability is based on some skill that both professions have, and thus you get "better" at it as you get more in the skill, I can see Master scout having this. That way Ranger still gets it, and gets better at it.


3. not sure what you mean, unless you mean to just check it benefits both and change the text. It does need to benefit both ranged and melee for sure.


4. A definate must just like the Sonic Trap in Ranger that does dizzy that is now almost totally worthless. The traps in both scout and ranger need to be applying states, all of them available via traps. Except dizzy of course.


5. Hmm I like that actually for camps. Of course with out number 1 its pointless except for healing up. healing BF via an Entertainer is always a good idea. I don't know why the devs are so opposed to this. They keep saying that it would take away from the entertainers, and we would not be forced to go to the cantina. But that is not true if we still need an Entertainer along. I have hired ent before for big hunts when I knew we were going against things that did nasty mind poisons. Every so often we stopped setup camp, and they played for us to heal out mind up. It the entertainer is still needed, how does this take away from the ent?


If I think of other stuff, I'll let you know.



Thought of something. What if camps gave a small ranged and melee defence bonus? It could go up with higher camps, all the way through the HTFB. A ranged bonus because you have things to hide behind and take cover. Melee because of similar circumstances, it's kind of close quarters, the player knows the environment and has home turf advantage.

Message Edited by Squidwalker on 07-26-2004 09:38 AM



Teranus Blan'Fyl
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Seiryuu
Thu Jul 29, 2004 9:39 am
#17

5.) Give camps the ability to provide a temporary boost to secondaries to increase healing speed on camps;

I just noticed the wording on this.

I am not against it, however I find it unlikely that it would go through as worded since that includes players. The suggestion was for pets only because they have massive HAMs and regen stats of 40.

Please keep this in mind if the devs look at you funny if you propose it as is. If they are wavering on players too, then by all means convince them. If they think you mean only players, then please make sure they understand the original intent of the idea.

Thanks.



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ZallusNuranxis
Thu Aug 12, 2004 7:25 am
#18

Steha wrote:

Allowing camps to heal Battle FatIgue could cause a huge downfall for entertainers ... i agree with your list from 1 down to 5 ... but i dislike your idea of healing battle fatigue in camps.




I am not asking to have the camps itself to heal BF, but allow the entertainers to heal BF in camps.

frightwig
Thu Aug 12, 2004 5:00 pm
#19

4.) Change trap states from dizzy to other states that actually have a negative affect on creatures;


That's high on my list of complaints about traps.



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DeltaXi65
Fri Aug 13, 2004 4:23 pm
#20






Paracelsius wrote:

How about a trap that's a harvester-type thing for meat/hides/bones.


Oirff





Don't think this is going to work. They had these in Beta, but they removed them because they were flooding the market with harvestibles.


B





BRISC RUBAL
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KodaVeers
Fri Aug 13, 2004 4:34 pm
#21

Everything sounds great. I do like the idea that camps heal BF. Maybe at survival 4 or something. I't much better than having to run back to MAJOR city to a cantina to heal BF. I say MAJOR because theres only a few cities that have people in them. 90% of the cities in SWG are empty. Or at least put some NPC entertainers in these outskirt towns/cities so we can heal BF without the hassle of running back to a MAJOR city. When JTL comes out we will see even less people in cities because they'll all be flying in space!! So i feel we really needa solution for BF other than entertainers...and i really don't want to carry one around with me....imagine a fat short bald guy in pink hotpants wanting to dance for you..man that ruins the whole mood

Thanx for reading



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lycanthropy
Fri Aug 13, 2004 6:06 pm
#22









1.) Camps that don't disband when you enter combat;i like this idea, cause it helps my roleplay, after i've taken down that swamp stalker with my CH pet i would like to go back into that camp to rest that was only about 80yrds away.


4.) Change trap states from dizzy toother states that actually have a negative affect on creatures;i enjoy throwing traps while my Creature eats the enemy but i would definately like some more types of traps, a knockdown effect would be cool, a trap that may cause the creature to loose its balance.


5.) Give campsthe ability to provide a temporary boost to secondaries to increase healing speed on camps;


6.) Allow camps to heal Battle Fatigue;my dancer/musician friends would behead me if i aggreed to this.






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Paracelsius
Sat Aug 14, 2004 12:05 am
#23

How about a trap that's a harvester-type thing for meat/hides/bones.


Oirff
nexxx
Sun Aug 15, 2004 2:08 pm
#24

Brisc, what about traps having a state effect on someone in PvP? Dizzy, Stun, Blind..ect.



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DeltaXi65
Sun Aug 15, 2004 4:56 pm
#25






nexxx wrote:

Brisc, what about traps having a state effect on someone in PvP? Dizzy, Stun, Blind..ect.





Nexxxy,


The bosses have told me this won't ever happen. Manhunting is for Bounty Hunters. Animal hunting is for us. So if there ever were traps that were usable on NPCs or other players, they'll be for BHs.


Trust me- I want this as much as anyone.


B





BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
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Tarkin Memorial Brigade Founder w Fight Club Propagandist
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VendtDarkfell
Mon Aug 16, 2004 4:37 pm
#26




1.) Camps that don't disband when you enter combat;

This makes sense, particularly now that they are less prone to abuse with the vehicle/mount changes.


2.) Master Scouts being able to use specials on mounts;

Sure. I don't ride a mount, and have never owned one. Doubt I would use this, but maybe others would.


3.) Change the Creature To-Hit Bonus to include a bonus for melee accuracy in addition to ranged;

I see the logic here, but it seems to stray from the original Profession concept.


4.) Change trap states from dizzy toother states that actually have a negative affect on creatures;

Traps need to be made more viable, to be sure. I prefer a concept more similar to minefields than to grenades, but whatever you can get. I would love to feel compelled to throw a trap for the 1st time in 6 months.


5.) Give campsthe ability to provide a temporary boost to secondaries to increase healing speed on camps;

The wording here is confusing (as stated above). Really, if the camp is semi-permanent, you could just leave your pet in the camp while doing other activities.


6.) Allow camps to heal Battle Fatigue;

This, too, seems to stray from the original concept. BF is meant to bring people back into cities. The Dev's already have stated that something needs to be done to improve the healing/resting rates in remote cities and during off-peak hours as part of the anti-AFK push.

What you have here is worthwhile for a Scout profession revamp. Traps and Camps need to be changed. Very little use for either, right now. Some compensation for the undermining of Scout skills created by the advent of Mounts, Vehicles, POI waypoints, and Player Cities, is also worthwhile.


However, the first thing a Scout needs from the combat balance, in my opinion, is a decent weapon certification. Putting the Scout Blaster Cert in the Scout tree makes sense to me. Duplicating it in the Marksman tree is ok, I think. The factthat a soldier anda hunter can shoot a rifle doesn't take anything from either. The Marksman still has a greater variety of weapons to choose from, and a whole list of specials. The Scoutgets the bonusTo-Hit vs. Creatures, as well as a variety of traps and the harvesting ability. If the summit comes and goes and I still don't have a decent weapon to use as a Master Scout / Master Ranger / Master Medic, I will be sorely disappointed.


Tam Darkfell (Intrepid)

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