Teras Kasi Archive

Thread: A clever way for alternate damage types... true Teras Kasi method

Tal-N
Thu Mar 11, 2004 9:55 am
#1

Bear with me cause frankly this needs you to know a little about how Teras kasi works. Put simply the teachings allow you to harness a certain amount of the Force drawn from within yourself. It's not complete mastery over the Force but it does give you some rudimentary control. Since the Force is drawn from within your cells as well as what is around you the Teras Kasi which teach mastery of the self have learned to harness that aspect which explains the certain amount of Force resistance. We know that the Force is able to manipulate energy so this idea is really very logical. Within the meditation line of skills you should gain the ability to focus your power to create an electrical jolt with every blow you land. Harrnessing the natural electrical energy within the body and augmenting it with the Force to allow every attack to cause electrical damage. This would need to be done using meditation so that you cannot switch between damage types mid-battle however it does overcome the issue that we have a single damage type.


Naturally electricity is just one of the naturally occuring damage types in the game, heat and cold damage could also be something the TKA is able to channel into every strike. Electricity and cold are fairly uncommon damage types, heat and kinetic are fairly common ones so all in all just those 4 types gives us a nice balance.


The benefit of this is that you wouldn't need a weapon in hand for these new damage types however because the heat/cold/electricity is generated from the fighters body it can be used in conjunction with VKs or without. So what do you folks think? The ability to switch from kinetic to heat/cold/electricity using the skills of the Teras Kasi, with a few limitations anyway. Far better than simply being given new weapons for what is supposed to be unarmed combat profession and well within the fiction of what Teras Kasi is about.





Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
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Tal'N Chratk
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AngusMacGregor
Thu Mar 11, 2004 10:00 am
#2

Personally, I'd really like to see craftable gloves that give no speed or damage bonuses, but merely switched the damage type the TK was doing.


So when wearing one set of gloves, you'd attack at the same speed and do the same damage as if you were unarmed, and when wearing another set, you'd do a different type of damage. Stun and Restraint would be my two choices.


I think I do enough damage without a weapon, I'd just like to have a good alternative for when I ran into that Singing Mountain Clan chick with 100% kinetic resists...




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atone48732
Thu Mar 11, 2004 10:01 am
#3

They way I see teras kasi our "control" over the force seems to be already represented in game


Powerboost


and Force of will


if we got this electrical thing it would just draw more nerf cries


its a good idea and I would like to see it but it would just bring on even more of the nerf callin fools



Oelos Takushi: smuggler proud member of Oi and Smugglers alliance pilot..

Elalia Takushi: Dancer and rebel pilot and member of Oi
bring back TEras Kasi and the melee profs as expertise skills.. bring some fun and real diversification to SWG
Tal-N
Thu Mar 11, 2004 10:09 am
#4

Well multiple damage types are very much needed, when I think about the options such as new VKs or powered gloves I just think that it's so clumbsy. Given how Teras Kasi derives some of it's power from the Force within this seems like a more natural and stylish way of adding new damage types. As for being overpowered I disagree, a TK would have to stop fighting and meditate to change to a seperate damage type while every other profession in the game simply has to equip a different weapon. I'd call that a fair limitation as it still forces the TK to use only one damage type for the duration of a fight.


The concept of seeing FX such as lightning arcs spitting away from where your fist hits the enemy would also be exceptionally cool to witness.




Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
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spoff
Thu Mar 11, 2004 10:11 am
#5

How about different damage types applied to player crafted vibro-knucklers?

Also the ability to purchase a "pair" of vibro-knuckers, so you can wear one on each hand for a power increase would be nice



Post NGE Force sensitive and proud of it!
WTS
Thu Mar 11, 2004 10:17 am
#6



AngusMacGregor wrote:

Personally, I'd really like to see craftable gloves that give no speed or damage bonuses, but merely switched the damage type the TK was doing.






What about the poor lizards out there who can't wear gloves?



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AriesFusion
Thu Mar 11, 2004 10:22 am
#7

what if we could use powerboost with it. I don't know about a lot of you TKM, but myself i meditate and powerboost and keep going, about a 3 second ordeal. How about to do a different damage type you have to meditate but STAY there for a minute or two "focusing" your new damage type into your fists, then after you are complete you have a timer like the powerboost timer for the damage type. Say you want electical damage. You meditate for a minute or two, then your focusing is complete and you let out a fury of electricity for a few minutes and then back to kinetic. No new weapons, few nerf cries since we can't do it non stop.
Laeren
Thu Mar 11, 2004 10:24 am
#8




WTS wrote:





AngusMacGregor wrote:

Personally, I'd really like to see craftable gloves that give no speed or damage bonuses, but merely switched the damage type the TK was doing.



What about the poor lizards out there who can't wear gloves?




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atone48732
Thu Mar 11, 2004 10:25 am
#9

ya know I like the idea of making it a part of powerboost


cause that would fit into the "inner force" thing


YOu would have to channel the force energy through yourself to give yourself energy damage or electrical like you said originally


if it was a part of powerboost that would be sweet



Oelos Takushi: smuggler proud member of Oi and Smugglers alliance pilot..

Elalia Takushi: Dancer and rebel pilot and member of Oi
bring back TEras Kasi and the melee profs as expertise skills.. bring some fun and real diversification to SWG
swankiller
Thu Mar 11, 2004 11:30 am
#10

if we get an uncommon damage type i dont think we should be able toget that damage type with VKs unless it wears down the condition like 3 times faster mainly because if this were in effect we would have the most versitle weapon in the game, granting us several damage types in one weapon and that would be something that would call for HUGE nerf cries





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vulcanraven
Thu Mar 11, 2004 11:37 am
#11






WTS wrote:





AngusMacGregor wrote:

Personally, I'd really like to see craftable gloves that give no speed or damage bonuses, but merely switched the damage type the TK was doing.









What about the poor lizards out there who can't wear gloves?





Glad to see someone is looking out for us lizards.



i haven't thought of anthing clever to put here.
Tal-N
Thu Mar 11, 2004 11:38 am
#12

How does having a new damage type make VKs too flexible? This idea doesn't mean you have several damage types in one weapon, you'd only be able to have one of these 'charged' damage types active at once plus they'd override the basic kinetic damage you usally have.



Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

LordMaxx
Thu Mar 11, 2004 12:03 pm
#13


There would obviously have to be balance...if we do a different damage type it may be less damage then we do with Kinetic...or if we use powerboost to enact a new damage type, then the trade off is we cant powerboost our HAM...you choose one or the other when you powerboost...


I dont think they can just add a stun type of damage, there has to be a price, or balance.


Message Edited by LordMaxx on 03-11-2004 11:05 AM



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