Smuggler Archive

Thread: FD/Evasion/DNA Death Sample 2.2 updated version!!

yimaz
Fri Feb 04, 2005 9:24 am
#1




















For The Bounty Hunters

Bounty Hunter DNA Sampling Skill:

Bounty Hunters now have a skill where theyremove DNA fromany player they kill with a mark on their head. This skill is granted at Bounty Novice BH, and gives the BH the required proof he/she needs to claim his/her bounty reward (once a sample is taken the BH will recieve his/her reward).This skill acts as a DB for BH's and a Smuggler who is FDwill be killed when DNA sampling is used by a BH, unless said smuggler uses FD Last Stike (more on Last Strike in "For the Smugglers").



For the Smugglers

Feign Death

Still a Novice Smuggler skill,FD would have % mods on it and the higher you go in the profession (dirty fighting line)the better it works with Master Smuggler having the skill work the best (success as it is now at master) and novice failing a great deal. FD would also be on a timer similar to FOW (a tka skill) in that the skill could only be used one time every 15min.A player who successfully FD's will now also beunattackable.


Smuggler Final Strike

When a smuggler is FD and a BH comes over tosample the Smugglers DNAa message will flash on the smugglers screen "A BH is trying to sample your DNA, what do you want to do?" If you do nothing you will be killed, if you use the Final Strike skill and it fails you die. Final Strike works as a punch or pistol shot to the BH's neck"stunning"the BHfor 10sec making the smuggler unattackable for that time frame. If the smuggler attacks the BH the "stun" timer stops and the smuggler only gains the first shot in the fight. Now smugglers have choice, run or stay and fight. This skill is granted at dirty fighting 1 with the best chance of success at Master Smuggler.







FD and FD Strike need to be last resort skills and fairly unaffective when3 or more players are involved. With that said a Smuggler needs other means of escape.






Smuggler Evasion Skills


Underworld 2, thesmuggler now gains a vehiclecall during combat skill, this is a risk because vehicles are easy to destroy but with timing a smart smuggler could pull a healthy vehicle and flee before anyone could kill the vehicle or the smuggler.



Underworld3 grants Smugglers a /maskfaction skill. This skill masks a smuggler (or group at master)who is covert from NPC's and a Smuggler who is Overt from opposing overt factions. It is a skill that lasts only 15min and can only be used once an hour. For NPC masking works just like mask sent in that there is a chance of it failing andin regards to Overt players, while the smuggler (or group, again at master)would appear covert an enemycould still lock target and fire on said smuggler and visa-vera. This means any smart smuggler would need to hide his/her profession title to ovoid suspicion. 50-50 chance of it working with 75-50 at master smuggler or something like that.


Underworld4 grants a /masktracking droid skill, this skilldistorts a smugglers bio sigfrom tracking droids sendinga BH to a location200 to 500meters away from the smuggler at Investigation 4 and 500 to 1000 meters away atMaster Smuggler.A BH would now need to search the general areaa Smuggler was "last seen".The Smuggler must remember to set this skill into motion either when he/she logs on to the gameor at some point while playing. This /mask skill would run for the duration of that smugglers game time and would deactivate when the Smuggler logged off or was attacked by a BH. If /masktrackis broken by a BH attack the Smuggler could reactivatethe skill15min after it isbroken, giving a BH more then enough time to find his mark again.If the Smuggler fails to remember to /masktracking when he/she logs in or at somepoint in-game they will be open to normal BH tracking. This makes it the Smugglersresponsibility to cover his/her own butt at the start of his/her game time.



At master a Smuggler would be able to group with a Jedi or Faction player and use his /mask skills to help those players as well. Same rules would apply as masking only yourself.





Bounty resolutions:


A. Smuggler FD's it works and the mission is over, no money for the BH and the system clears the smugglers name (this is rare)


B. Smuggler FD's it fails BH kills said smuggler, smugglers name is off the term's BH makes his credits.


C. Smuggler FD's then FD last strikes, Smuggler can run keeping a price on his head or stay and fight. If the BH dies (smuggler stays to fight)the smugglers name is cleared from the terminal If the BH wins Smuggler dies, bounty is collected and smugglers name drops from the terminal.


Option B and C or the ones that should be most common, again FD and staying that way is something only a master smuggler can pull off and even still master BH's more then not can break it, forcing us to run or fight. There must be some resolution to this that is in fact fair and balanced.





FD in the bigger picture


Other players should not be able to see into FD so when in PVP with a smugglerwho pulls of FD that smuggler becomes unattackable, but remember in this new system FD only really works most of the time at master smuggler, in the lower lvl's of the skill tree it is an "if-y" skill at best. So non-bounty hunters do still have a fair shot at killing us in a PVP event. Also with the CU combat will focus on different professions adding to the over all strategy. Thisnow makes it a good idea to have a Bounty Hunter in your group (due to the pulse check skill)and a Smuggler (do inlarge part to our new mask skills.)





Q&A


"What is the point of all of this if the smugglers never make it onto the BH terminals"


The CU is going to be designed to give individual professions a unique roll in large battles, with that said lets take just one scenario:


Large scale battle Reb's vs Imps, you have some smugglers, some BH's some rangers some TKA's, etc (you get the idea)...The reb's are down, while its been a tuff fight and lots of wounds on both sides all the rebels are down and appear dead. 3 BH's go and check the pulse of the4 Smugglers who seem to be dead. The first smuggler is killed, the BH cought the FD trick. The next 3 smugglers pull FD Strike and it works! Blaster fire rains down on them from the other imperials, they are weak and cant stay to fight. They call rides leave the BH's alone and try to make an escape. Two Smugglers lose their rides and are killed, one Smuggler escapes.








Message Edited by yimaz on 02-09-2005 10:36 AM



Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

yimaz
Fri Feb 04, 2005 10:01 am
#2

Nothing at all on this guys?



Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

Ternque01
Fri Feb 04, 2005 10:15 am
#3


These ideas are GREAT!!!! Some skills need to be tweaked though.

Message Edited by Ternque01 on 02-04-2005 01:21 PM



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Daturaze
Fri Feb 04, 2005 10:15 am
#4






yimaz wrote:

Nothing at all on this guys?







Hehe, I'll bite then.


Awhile back Axob and I had a similar debate on the topic. In it I argued that BH should have a "kill shot" a last shot on a FD'er to make sure they're dead, and it isn't until the BH gets back to the terminal that they realize if they killed the FD'er or not. Ibasically took the sameideological approach as you have here. But the more I think about it, the simpliest solutions are usually the best. In theory Yimaz I'm 100% behind your ideas, in practice though I now believe that Axob's theory is the best.


I always think in situations like this "What would I do" and If I was a bounty hunter I wouldn't go check for a pulse. If a Doctor can diagnose patients from a distance then why can't BHs?? More so - if I'm a BH and I know the mark may simply be FD'ing - I'm not going to take a chanceand check for a pulse - I'm just going to shoot the FD'er in the head and be done with it. Why check for a pulse when it's safer to separate the FD'ers head from his body from a distance???


Again, in theory I LOVE the idea of FD'ing to avoid a BH mark, but unless a good system is developed I think FD should just be disabled in a fight between a mark and their victim.


Cheers
Dat


(5 Stars man)

Ternque01
Fri Feb 04, 2005 10:17 am
#5

I agree with Daturaze. I'm not trying to be harsh on your idea Yimaz.



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
yimaz
Fri Feb 04, 2005 10:32 am
#6






Daturaze wrote:





yimaz wrote:

Nothing at all on this guys?







Hehe, I'll bite then.


Awhile back Axob and I had a similar debate on the topic. In it I argued that BH should have a "kill shot" a last shot on a FD'er to make sure they're dead, and it isn't until the BH gets back to the terminal that they realize if they killed the FD'er or not. Ibasically took the sameideological approach as you have here. But the more I think about it, the simpliest solutions are usually the best. In theory Yimaz I'm 100% behind your ideas, in practice though I now believe that Axob's theory is the best.


I always think in situations like this "What would I do" and If I was a bounty hunter I wouldn't go check for a pulse. If a Doctor can diagnose patients from a distance then why can't BHs?? More so - if I'm a BH and I know the mark may simply be FD'ing - I'm not going to take a chanceand check for a pulse - I'm just going to shoot the FD'er in the head and be done with it. Why check for a pulse when it's safer to separate the FD'ers head from his body from a distance???


Again, in theory I LOVE the idea of FD'ing to avoid a BH mark, but unless a good system is developed I think FD should just be disabled in a fight between a mark and their victim.


Cheers
Dat


(5 Stars man)







I understand the 2 shots in the head argument but to just pull the skill from Bounty missions or to leave it in its current state is just a wast of a great skill. Plus and more over it's a game not reality, with giving the skill balance and giving the BH a pulse check skill it makes the skill over all more dynamic. Checkin pulse before 2 shots in the head is like the movie term "Suspension of Disbelief" you have to let go of a little reality in order to enjoy the bigger picture.


Message Edited by yimaz on 02-04-2005 12:34 PM



Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

Daturaze
Fri Feb 04, 2005 10:48 am
#7






yimaz wrote:






Daturaze wrote:





yimaz wrote:

Nothing at all on this guys?







Hehe, I'll bite then.


Awhile back Axob and I had a similar debate on the topic. In it I argued that BH should have a "kill shot" a last shot on a FD'er to make sure they're dead, and it isn't until the BH gets back to the terminal that they realize if they killed the FD'er or not. Ibasically took the sameideological approach as you have here. But the more I think about it, the simpliest solutions are usually the best. In theory Yimaz I'm 100% behind your ideas, in practice though I now believe that Axob's theory is the best.


I always think in situations like this "What would I do" and If I was a bounty hunter I wouldn't go check for a pulse. If a Doctor can diagnose patients from a distance then why can't BHs?? More so - if I'm a BH and I know the mark may simply be FD'ing - I'm not going to take a chanceand check for a pulse - I'm just going to shoot the FD'er in the head and be done with it. Why check for a pulse when it's safer to separate the FD'ers head from his body from a distance???


Again, in theory I LOVE the idea of FD'ing to avoid a BH mark, but unless a good system is developed I think FD should just be disabled in a fight between a mark and their victim.


Cheers
Dat


(5 Stars man)







I understand the 2 shots in the head argument but to just pull the skill from Bounty missions or to leave it in its current state is just a wast of a great skill. Plus and more over it's a game not reality, with giving the skill balance and giving the BH a pulse check skill it makes the skill over all more dynamic. Checkin pulse before 2 shots in the head is like the movie term "Suspension of Disbelief" you have to let go of a little reality in order to enjoy the bigger picture.



Message Edited by yimaz on 02-04-2005 12:34 PM





Dude - most of my life falls into the category of "Suspension of Disbelief"


My feel for the game is that they're moving away from mundane tasks to make the game faster and give it less of a "micro management" feel to it - like no longer having to be responsible for maitenance of your houses, harvesters, etc. So things like checking a pulse may not be in the cards when I quick shot to the FD'ing is faster/quicker.


Mind you - everything I say is up for constant revision - the huge wildcard is of course the CU, so while we can come up with systems to the end of time -it could all become moot very quickly.Perhaps the Devs will work a BH/FD system in that makes works and makes sense - All my comments are doing is encapsulating my thoughts at this moment with this system of play that we currently have.


Cheers
Dat




Ternque01
Fri Feb 04, 2005 10:48 am
#8






yimaz wrote:


I understand the 2 shots in the head argument but to just pull the skill from Bounty missions or to leave it in its current state is just a wast of a great skill.


Feign Death in bounty missions is a waste of a good mission system.


Plus and more over it's a game not reality, with give the skill balance and giving the BH a pulse check skill it makes the skill over all more dynamic.


"Dynamic" would not be the word I would use to describe FD. Addind a check pulse skill would help to alleviate the problem of destroyed bounty missions, but how many Jedi will pick up Dirty Fighting 4 just to have a near-solid chance of pulling off the move???


Checkin pulse before 2 shots in the head is like the movie term "Suspension of Disbelief" you have to let go of a little reality in order to enjoy the bigger picture.


I see your point here, but the skill is poorly applicable to a bounty hunting situation. I just don't see playing dead working to well on the other end of an assassin's barrel.


I would MUCH rather have Feign Death altered to this!!!! Make Feign Death allow a player to become "incapacitated". If an enemy administers a DB, it will trigger a dice roll for an instant KD and delay of that enemy. If the KD/delay pulls off, the smuggler rises to standing while his/her enemy is KD'd and unable to get up for 10 seconds. Have the move cause minimal damage, and if the enemy incurs any further damage on themselves, they are able to stand.


This provides the ULTIMATE in fakeouts!!!! Not only this, but if the move is pulled off, a smuggler will have a VERY nice situation from which to escape, which are the kinda skills we want for a smuggler anyways.









Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
yimaz
Fri Feb 04, 2005 10:59 am
#9






Ternque01 wrote:





yimaz wrote:


I understand the 2 shots in the head argument but to just pull the skill from Bounty missions or to leave it in its current state is just a wast of a great skill.


Feign Death in bounty missions is a waste of a good mission system. - not if it has balance


Plus and more over it's a game not reality, with give the skill balance and giving the BH a pulse check skill it makes the skill over all more dynamic.


"Dynamic" would not be the word I would use to describe FD. Addind a check pulse skill would help to alleviate the problem of destroyed bounty missions, but how many Jedi will pick up Dirty Fighting 4 just to have a near-solid chance of pulling off the move??? - it would cost them way more in xp forcing them to down the skill sooner plus check pulse has a very high chance of working, hence the force strike counter.


Checkin pulse before 2 shots in the head is like the movie term "Suspension of Disbelief" you have to let go of a little reality in order to enjoy the bigger picture.


I see your point here, but the skill is poorly applicable to a bounty hunting situation. I just don't see playing dead working to well on the other end of an assassin's barrel. - I've seen tons of movies where peole fake death (Kung-Foo Zombies for example) it goes back to who is better trained. The BH and breaking FD or the Smuggler who is better at pulling it off.


I would MUCH rather have Feign Death altered to this!!!! Make Feign Death allow a player to become "incapacitated". If an enemy administers a DB, it will trigger a dice roll for an instant KD and delay of that enemy. If the KD/delay pulls off, the smuggler rises to standing while his/her enemy is KD'd and unable to get up for 10 seconds. Have the move cause minimal damage, and if the enemy incurs any further damage on themselves, they are able to stand.


This provides the ULTIMATE in fakeouts!!!! Not only this, but if the move is pulled off, a smuggler will have a VERY nice situation from which to escape, which are the kinda skills we want for a smuggler anyways.




It's not a bad idea but neither is mine and we are saying basically the same thing.







While I respect you opinion I just dont agree Ax.

/bow



Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

Ternque01
Fri Feb 04, 2005 11:05 am
#10

Well what I am arguing for is a skill that will not bring combat to an unnatural end. With my idea, the action keeps going at a fun pace and into a chase scene. This starkly contrasts the poor design of FD.



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
yimaz
Fri Feb 04, 2005 11:11 am
#11






Ternque01 wrote:

Well what I am arguing for is a skill that will not bring combat to an unnatural end. With my idea, the action keeps going at a fun pace and into a chase scene. This starkly contrasts the poor design of FD.







Im arguing the same thing:


Smuggler FD's, BH checks pulse, smuggler FD Stikes, BH is KD'd Smuggler takes off.


Smuggler FD's, BH checks pulse, Smuggler fails at FD Strike, BH kills smuggler.




Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

SmugglinZane
Fri Feb 04, 2005 11:17 am
#12

Nice, well thought out alternative to a lot of the nerf cries out there. Thanks!



"Jedi claims of being "broken" are like saying "But my TV isn't widescreen! It's broken! My TV can't show high-def pictures in 1080i, it can only do 720i! It's broken!" Meanwhile, crafters are saying "We'd really like to have a TV that's larger than 12" and gets more than 4 channels and doesn't constantly lose vertical control", and entertainers are saying "Can we get some color instead of this B&W piece of junk?" And smugglers? We're listening to radio programs of "The Shadow" and "The Abbot and Costello Comedy Hour" and hearing FDR's Fireside Chats. We don't even HAVE a damn TV, much less a broken one or a "broken" one by Jedi standards. I'd LOVE to be as "broken" as they are." - The Legendary Solo4114
yimaz
Fri Feb 04, 2005 11:22 am
#13






Daturaze wrote:


Dude - most of my life falls into the category of "Suspension of Disbelief"






Me 2



Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

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