Teras Kasi Archive

Thread: Why should we get an additional damage type? Dev's want to know.

BluebloodUK
Mon Jan 19, 2004 7:58 am
#170

I agree with Angered on that one.


Here's my thoughts. Again, its Restraint damage, but I wondered how we could utilise that type, and yet be unique to us. Then it came to me: how about Restraint damage through the use of nerve strikes? We all know the type from various Martial Art films et al: a few jabs of the finger into nerve bunches and your opponent is paralysed. In game terms, it could act like a H2H version of a Scout's Trap or some-such. Lasts a round or so. Expenditure should come from Mind, and should be a fairly costly move, but yet bloody handy in a tight spot.


- Siid Vicious





Captain Siid Vicious
Ill-fated scoundrel & long-suffering owner of Nancy the R2 unit
The reason droids aren't welcome in cantinas

They tell ya, "never hit a man with a closed fist", but it is - on occasion - hilarious.

NinjaGod
Tue Jan 20, 2004 7:13 pm
#171

nerve strikes is one hell of a good idea. i'd be game for that.



--------------------------------------------------------------------------------

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hall0559
Tue Jan 20, 2004 7:20 pm
#172

Fists of Flame?


Our hands already have red ribbons tied to them,...


Wouldnt an extra damage type (as a special) be good because everyone is wearing 80% knetic.




>
Average Number Of Gnort Kills A Day: 17000
"Have you killed your Gnort today?"
Wrrlaghot
Tue Jan 20, 2004 8:40 pm
#173

We need different types of damage because nearly every other profession has different types of damage and nearly everything has kinetic damage resistances.



Damodred
1st Lieutenant
Axis Alliance, Imperial Guild
Dominion, Talus
BluebloodUK
Wed Jan 21, 2004 12:55 am
#174

Okay, another:


During combat, TKA's have the ability to charge their up bodies using their own bio-electrical charge, enabling an attack which attacks theopponent's nervous system (aka Mind).


So - an Electrical attack, using no special weapons, which does not alter the TKA concept in anyway, and does not use a Kinetic attack. Bio-electricity does exist, and TKAs are masters of their own bodies, so it stands to reason they can utilise their own natural energies like no other. Call it Bio-Shock? Expenditure should come from the Health bar (since we're drawing on our physical reserves)


A perfect solution, if I do say so myself.


- Siid Vicious






Captain Siid Vicious
Ill-fated scoundrel & long-suffering owner of Nancy the R2 unit
The reason droids aren't welcome in cantinas

They tell ya, "never hit a man with a closed fist", but it is - on occasion - hilarious.

Wrrlaghot
Wed Jan 21, 2004 4:34 pm
#175

WhatI meant by my post was that most other combat professions have different weapons in their certifications that do different types of damages.


Perhaps there should be different types of VK's that all do different types of damage.





Damodred
1st Lieutenant
Axis Alliance, Imperial Guild
Dominion, Talus
bounty77
Thu Jan 22, 2004 1:25 am
#176






Wrrlaghot wrote:
We need different types of damage because nearly every other profession has different types of damage and nearly everything has kinetic damage resistances.





But teras kasi are the only people who are supposed to be fighting with there fists...
BluebloodUK
Thu Jan 22, 2004 1:46 am
#177

Sorry, I had meant to add that "Bio-Shock" wouldnt be a Ranged Attack - it would still function as an Unarmed strike, but carry the electrical charge through the fists.


I think it's quite a nice idea to both keep the TKA as purely unarmed, but also to give the Artist another type of damage. IF we all want one, that is.


- Siid Vicious






Captain Siid Vicious
Ill-fated scoundrel & long-suffering owner of Nancy the R2 unit
The reason droids aren't welcome in cantinas

They tell ya, "never hit a man with a closed fist", but it is - on occasion - hilarious.

Nanuu
Thu Jan 22, 2004 1:52 am
#178






bounty77 wrote:

But teras kasi are the only people who are supposed to be fighting with there fists...





Personally I am neutral on this topic, but your justification on us only able to use fists is no good as we can have VK's that have potential to do alt damage...





Nanuu of RECON, Tempest
Master Teräs Käsi Artist
Watcher of the Jedi
Proud Rebel Wookiee
TEMPT Bodyguard
WOW: Nanuu of Horde's Demise, Azgalor
josfe
Thu Jan 22, 2004 10:31 pm
#179

Mister_Heavy,


Any feed back from the developers on this subject at all? Does the outlook seem bleak or hopeful? Just curious it's been a while since we've heard anything about it, and with all the combat revamps being done to professions I'm just curious as to what we can expect out of TKA in the future.
joesherry
Sun Jan 25, 2004 6:03 pm
#180

We use our fists...should be nothing but kenetic....but that restraint stuff sounds like it would make sense and be good!


JoMama WG


Drasmar
Sun Jan 25, 2004 6:17 pm
#181

SOme one might have already mentioned this but how about they give us melee weapon like a "power" glove or gloves that send out stun energy when it makes contact with a surface or person. Just my two cents.
Bashkaai
Mon Jan 26, 2004 4:02 pm
#182






Mister_Heavy wrote:

In my recent post giving an update to our top 5, I noted that the developers are willing to hear our arguments for why we should get an additional damage type.


I recommend that we ask for restraint damage. Of course, go ahead and make whatever argument you want to make, but martial arts grappling moves like chokes, holds, and locks seem perfectly suited for doing restraint damage, and I think we could make a solid argument there, especially in light of our upcoming presentation to the developers on what we want TKAs to be.


So, if you have the urge to speak your mind on the issue, do so here, and I'll consolidate, post a draft, and take it to the developers.







Make it at novice TK all unarmed damage is considered STUN and VK stays at Kinetic with AP 2 and higher HAM cost. OR keep at AP 1 with same HAM cost. Simple.



Dire Force-Tracker


Moron, you are!!
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