Teras Kasi Archive

Thread: Teras Kasi Role: What Do You Want It To Be?

PhoenixOrion
Fri May 07, 2004 3:16 pm
#14

I wish TKA were more useful in PVP. I own in PVE with TKA.


But then I get in PVP and I can't do jack.





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PaiMei
Fri May 07, 2004 9:58 pm
#15

I also agree with the concept of Unarmed MEANING Unarmed ie no VKs


Plus, I think that if anyone holding a gun, whether they also be a melee prof or not, lets themselves get withinarms reachof a melee expert, (be they TKM, Pikeman,whatever ) should suffer HUGE penalties to accuracy and also have damage against them magnified 2 or 3 times, to reflect a realistic outcome of a close quarter fight between a guy with a gun and a martial arts expert.


Also, please refer to the thread in this forum on TKMs becoming Jedi Hunters, I like that Idea a lot. I think that TKA should be much harder to master and also have some connection with the Force.I don't know how realistic it would be to expect this to happen, but it's a good idea nontheless





Periclesbiwan:

TKM/Commando/Shaolin Disciple

Volcano Projects
PaiMei
Fri May 07, 2004 10:00 pm
#16

Damn, sorry for the double post
Jenky
Sat May 08, 2004 12:40 am
#17

Hmmm....


I think that TKA should be the fastest and the most acurate! They are fighting with nothing, so their swings and kicks are faster and more precious, than a person who swings a blade...


I also think that TKA should have much more defenses.. the TKAs get tougneed up while climbing the tka tree...


But our damage is too high.. or else fencer and pikemans are too low, IMO!


We should do the least damage!


I see us as the true tankers... hold the big bad mob, alone with no armor or buffs.. but unable to take it out alone..


TKA could be an awsome support class! Not damage dealers!


Blades, axes, pikes and hammers should deal much more damage than us, but we should be able to take allot more than them!


Low specials giving the fact we dont have anything in our hands! And im not sure i think we should have VKs..


In fact i would say that VKs should be disadvantaged at master..


Instead why not make a schemetic for a glove! Let's say that this special glove would require tailor componments and armorsmith crafting to be made!


Could be a great special tka master item.. maybe just make a teras kasi glove with 10+ to unarmed acuracy.. similiar to crafters apron or something!


We are unarmed fighters after all!



______________________________________
Regarding Star Wars Episode III: "Right or wrong this is my movie, this is my decision, and this is my creative vision, and if people don't like it, they don't have to see it." -George Lucas

"What we do in life, echos in Eternity" - Gladiator
Dravenite83
Sat May 08, 2004 6:38 pm
#18

Ok Pai, myself and several people have explained the meaning of Unarmed in relation to combat repeatedly but here it goes again...


In RL history we had many forms of combat refered to as UNARMED, however almost all of these forms used a weapon of some type. In roman cultures it was the Cestus, a spiked leather gauntlet. In asian cultures it was finger blades, or "tiger claw" weapons, ie, see the metal gloves that that Shredder guy wore in the old ninja turtle movies. Those were tradional japanese weapons not just an invention of the artists. Also used in some cultures were items like scarves, fans, and chop sticks. In Europe they used brass knuckles.


While these are weapons they are used in the same manner as your bare hand. You use the same moves, same striking and postures with or without these. Hence they are used as a means to enhance your ability to end the fight quickly. So before people say that VKs should be disallowed because we are UNARMED find out where the history lies in the various styles of Unarmed combat. Unarmed is used figuratively to reflect our lack of large weapons, ie swords, knives, clubs, axes, hammers, guns. And as for armor since I have seen that mentioned on several other threads, the restrictive property of armor is negated by proper training in the use of armor. The answer to armor would be to cert it not take it away. Samurai used plate armor and still fought using martial arts, it is all in the training.


VanBoaru
Sun May 09, 2004 11:17 am
#19


I will use a 1-10 scale to rate offensive and defensive.


TKA: Primary Tank, not really offensive. Their defense should be highest of all because they can't rely on their damage very much since something really sharp will do more damage than a blunt fist. Advantages are ability to counter and dodge well. Since Meditation increases the mind pool, why not allow meditation to heal all pools at once at an accelerated rate. This would bump up the skill a few boxes though, like around 4th lvl or master to prevent dabbling. They heal quick and run back out to tank should they go down. They need a provoke like ability fairly early on, Novice or even in the 4th brawler box for TKA.

ATTACK: 4

DEFENSE: 10



Swordsman: A flavor of attacking that revolves around debuffing and small damage over time. Which brings me to a side note of MAKE THE DEBUFFS ACUTALLY MATTER. Just having dizzy as a useful debuff is kinda cheap and kills class selection.

ATTACK: 7

DEFENSE: 5



Heavy Swordsman: Another attacking class but its focus is almost purely damage and bleeds.

ATTACK: 10

DEFENSE: 3



Pikeman: Another tanking class in my opinion, since its easy to fend off an enemy with a spiky object. They should also be good at handling multiple enemies, Its defense still lags behind a TKA by a noticable but not overbearing amount.They also need a provoking skill to bring hate to them early, similair to the TKA. Heck, for both make a provoking skill ( which means "give them the finger so they want to beat the *bleep* out of you, and wont go worry about that person next to you doing most damage. However overtime the hate the tank has stacked can lag behind the attacker, thus the provoke needs to be used again to stack even mroe hate. This is how it works in FF11, which is a really really key skill to any tanking class. I mean, why does a RANGER at MASTER have the one provoke like ability when they don't even get the best defense? )

ATTACK: 6

DEFENSE: 8



This could also improve grouping encouragement. It would also give each thing a style of soloing, like a HS would want to find some fairly weak targets and use his awesome damage to bring them down in rapid succession. The Tankers would want to find something equal to their level for the easiest exp. It would also in a way balance classes, since the power houses would take longer to learn, becuase of thier lower defense. And the Tankers would also go slow because they cant do much damage at once, so killing a target can be safe but more tedious. And put together, the categories of classes would be able to fly through targets.

Message Edited by VanBoaru on 05-09-2004 11:24 AM



-Van'Boaru : Carbineer, Privateer, crafting skills to be decided.
PaiMei
Sun May 09, 2004 1:08 pm
#20














Dravenite83 wrote:

Ok Pai, myself and several people have explained the meaning of Unarmed in relation to combat repeatedly but here it goes again...


In RL history we had many forms of combat refered to as UNARMED, however almost all of these forms used a weapon of some type. In roman cultures it was the Cestus, a spiked leather gauntlet. In asian cultures it was finger blades, or "tiger claw" weapons, ie, see the metal gloves that that Shredder guy wore in the old ninja turtle movies. Those were tradional japanese weapons not just an invention of the artists. Also used in some cultures were items like scarves, fans, and chop sticks. In Europe they used brass knuckles.


While these are weapons they are used in the same manner as your bare hand. You use the same moves, same striking and postures with or without these. Hence they are used as a means to enhance your ability to end the fight quickly. So before people say that VKs should be disallowed because we are UNARMED find out where the history lies in the various styles of Unarmed combat. Unarmed is used figuratively to reflect our lack of large weapons, ie swords, knives, clubs, axes, hammers, guns. And as for armor since I have seen that mentioned on several other threads, the restrictive property of armor is negated by proper training in the use of armor. The answer to armor would be to cert it not take it away. Samurai used plate armor and still fought using martial arts, it is all in the training.








Fairpoint.Yes there are many smaller weapons in gongfu, for example like fans, studded gauntlets etc, but these weapons all require special training once a certain level of UNARMED skill has been acheived.Astudent would continue to learnunarmed skills while also training in weapons if he or she wished to do so,or focus on learning more unarmed techniques, and choosingbetween "internal" and "external" styles ie styles like RouQuan, Quigong, and their offshoot, Taiji on the internal side, involving meditation etcand Sanshou Training and other external forms on the external sideinvolving sparring techniques etc. ALL styles should have some form of internal training involving at least basic meditation techniques and some internal forms in order to be successful.However, I digress.unarmed skills in martial arts, certainly in gongfu MEAN unarmed.I assure you thatall the things you referred to ARE classed as weapon techniques in martial arts, and require specific training. Yourself and other people have explained an opinion of yours seemingly based on knowledge offilms.If you had anysignificant experience of martial arts, you would firstly not have made such a patronising introductory remark, and secondlywould have come to adifferent conclusion.I do not wish to seem disrespectful, but you seem to think that you have some kind of authority in this matter that can simply brush my opinion aside and, as someone who has practisedmartial arts for a LONG time under the teutalage of REAL masters Ifeelthat you are VERY WRONG IN THIS MATTER!


Arguing aside though,Perhaps a solution would be to simply give TKMs more realistic options for how they choose to fight, with a couple of new weapons, perhaps the ones already suggested. But give us a good reason to choose not to use them if we wish, like some kinds of bonuses for not using any weapon at all.I think it makes sense that TKMs should be given force powers, and would make a nice alternative to Jedi, after all Teras Kasi seem to have been people who used the force and were a match for the Jedi. This added choice would prevent scenarios where every man and his dog is running around with a lightsaber,causing being a Jedi to seem pretty run-of-the-mill after a while. Perhaps once we TKAs unlock our force slot, we could choose on which aspect of our martial art to focus on, with weapons both large and small a possible option.Cortosis-weave weapons that are resistant to lightsabre attacks, like the ones in KOTORand a choice of fighting styles seem appropriate.Basically, if you want a weapon, fine.But if we want to use our bare hands, there should be advantages to this.


Morihei Ueshiba, the founder of Aikido and a man with MORE KNOWLEDGE IN HIS BIG TOE THAN THAT OF ALL THE PEOPLE IN THIS DEBATE, INCLUDING MYSELF said:


Each and every master, regarless of the era or place, heard the call and attained harmony with heaven and earth.There are many paths leading to the top of Mount Fuji, but there is only one summit-love.



I don't know how acheivable any of my suggestions are. I have little knowledge of computers.I admit this and accept any constructive criticisms, but please people, there is no need to be bitchy to someone because their opinion differs to your own. After all, no-one knows all of truth.



Periclesbiwan:


TKM/Hologrinder/Shaolin Disciple


Volcano Projects


Dravenite83
Sun May 09, 2004 1:08 pm
#21

Ok not to flame anyone but Van your reasoning is flawed in your rating system. There have been modern tests that show a trained martial artist can hit as hard or harder with their fist as they can with a weapon. So to give TKs a damage of 4 is just wrong. Also pikemen should have a low defense. in real history pikemen also carried swords or other weapons as once you get past the ends of their weapon they are useless for both attacks and defense. A polearm is unwieldy in extreme close quarters combat. Polearms should have greater range then the other melee profs but suffer severely once someone closes past say 2m. Polearms also should inflict some nasty damage due to the momentum and the style in which they are wielded.Also fencing weapons are deadly. They should have extremely high, only slightly lower than TK, defenses and about equal damage. Heavy swordsmen should be somewhere between fencer and pikes in defense but far superior in damage. After all these weapons were specifically designed to pierce through armor and quickly take out a combatant.


My ratings would be closer to this...


TK: Defense: 10 Attack Speed 10 Damage 7


Fencer: Defence: 9 Attack Speed 9 Damage 8


Pikemen: Defense 4 Attack Speed 4 Damage 9


Heavy Swordsmen: Defense 6 Attack Speed 4 Damage 10


This differentiates but shows a consistancy to the actual way in which these weapons work, hence preempting a lot of the "In RL a xxxxx wouldnt have that high a xxxx" nerf crys. Also I am not a HS but in my opinion them and Rifles should have extremely high AP. That is after all why those particular styles were created to begin with.


PaiMei
Sun May 09, 2004 7:00 pm
#22







Ryutek wrote:

Teräs Käsi, A Warrior's Path


By: Ryutek


Overview: The Teräs Käsi Profession currently has no definition of what our role truly is. This is my vision, and I welcome discussion if you feel so inclined.

Teräs Käsi is largely accepted to mean "Steel Hand." Basically, all that is truly known is that it is a Martial Art in the Star Wars Universe. It is thought that the Teräs Käsi formed an Order that watched the Jedi, ensuring that they were kept in check. These are the assumptions that I use for my vision, and as such are used as facts throughout this document.





Teräs Käsi, A Warrior's Definition




  • The Teräs Käsi Artist is adept at using his or her body as a weapon. Though not as strong as someone with a weapon, their speed should be unmatched, and their ability to evade and counterattack an opponent unparalleled. The basic fundamentals of any martial art are to block an opponent's attack (by actually blocking or evading the attack)and to cause enough damage to finish a fight quickly. A martial artist will target vulnerable areas on their opponent's body, and make every hit count. Teräs Käsi Artists should reflect this, and be formidable opponents.


  • The Teräs Käsi Artist utilizes their inner spirit (so to speak) to ward off the effects of poisons, diseases, and even wounds. Early in training the Teräs Käsi are even able to "boost" their physical strength (read self-buff). The strongest of Teräs Käsi (read Masters) should be able to channel that "chi" into their attacks and defenses. Be this in the form of stronger overall defenses, or an enhanced ability to recover from incapacitation, or even an enhanced ability to "boost" their physical attributes (read enhanced powerboost).



These are the basic principles that define a Teräs Käsi's abilities. They are reflected in my view of what our profession should be, which I share with you now.



Teräs Käsi, A Warrior's Role





  • What offensive abilities?


    • Speed. Without the encumberance of wielding a weapon the Teräs Käsi Artist is faster than his or her opponents.

    • Accuracy. Related to above, the Teräs Käsi Artist does not have the luxury of being able to hit an opponent with a large weapon, knowing that some part of it will hit them. Therefore they train to be precise strikers, ensuring that their opponent goes down quickly.


  • What defensive abilities?

    • Defense versus States. The proficient Teräs Käsi Artist should be very difficult to catch unaware, and therefore be quite resistant to being knocked down / posture changed, dizzy, and stunned. Anyone can be blinded or intimidated by an opponent, as should we.

    • A Teräs Käsi Artist should be very quick (reflexes), and able to evade or block an incoming attack. Every martial artist is trained to counterattack their opponent(s), and the Teräs Käsi are no exception.


  • What unique abilities?

    • Meditation. Our abilities are on par here, except that at mastery we should be able to utilize Force of Will a little more frequently, and the duration and/or effects of Powerboost should be enhanced.


  • Should add what advantage or asset in group combat?

    • We should be one of teh main "tanks" in a group. The Teräs Käsi Artist knows how to absorb damage throughout a fight, maintaining their composure while they continue to cause their opponent significant damage.


  • What interaction / dependencies should exist with other combatants?

    • The Teräs Käsi have a very limited range of damage types, and rely on other professions to help take down opponents who are resistant to us.


  • What should be their unique role in the Galactic Civil War?

    • As the Extended Universe suggests, the Teräs Käsi should be one of the front lines against those Jedi who abuse their powers. Through inner strength the Teräs Käsi ahould be able to resist the Jedi's force abilities, and act as "Watchers."





Please note, this is just my very basic rundown of most of the main points, and only what I think the Teräs Käsi are designed to be. There are many things I could elaborate on, such as the Teräs Käsi Order, specific strengths and weaknesses compared to professions, etc., but I felt the purpose of this thread was to gain an overview of what we thought Teräs Käsi should be.












I'm with him


Periclesbiwan:


TKM/Hologrinder/Shaolin Disciple


Volcano Projects

3D4D
Mon May 10, 2004 1:04 pm
#23

I see Tera Kasi as a mystical profession with a martial arts fight style.


Just look at two of our titles: Monk & Mystic


What I want TK to be is something like this:


A pure TK would be more of a mystic Role Playing character. At Mystic and Master levels I would have special robes for the TK to wear rather than composite armor. Just like the jedi.


On the other hand I see TK as a profession that someone could dabble in to gain the abilities and then combine those abilities with Smuggler (when smuggler gets melee attacks). This would allow you to Role Play an unarmed fighter that fights dirty ala Smuggler, or a disaplined Martial Artist that mimics the Jedi Order in some ways.


I also think player owned Dojos would be cool places to Role Play.





/meditate

Bria- Master Medic / Master Brawler / TKM ~(Hero of Tatooine)~

Scylla- Carbineer / TK ~(Hero of Tatooine)~

Tempest- Master Doctor / TKM
josfe
Mon May 10, 2004 1:52 pm
#24


Unlike most people here I'm going to take a step back from the core combat issues of our class and focus on immersion.


As it stands right now TKA seems like nothing more than "just another combat class", sure it's got some cool abilities such as meditation, powerboost, and force of will. But what does this do for our immersion? Not much seeing as how most of our enemies in the game don't react to these things. Green con thugs come running up to me to attack in droves even after I've killed beasts 50x tougher than them. Are they stupid or just gluttons for punishment? Most weak enemies should run in fear and cower when a TKM comes their way even with bad faction standing. They need to call in reinforcements or something.


NPC's constantly say the same stuff over & over no matter what profession you are, or where your at. The only thing that has any effect on their comments is your faction ratings, and quite frankly your faction is just not enough to immerse you in the starwars universe. I want to be immersed darn it! I want the NPC's in the bar to talk about the Teras Kasi Order when I walk by, or inform me that I can go see Master Uba Jooba to learn new techniques. I want to see an underground TKA training facility (arena style) where TKA's can go train and fight each other with out risking faction points. This training facility could also be the launching point for a Teras Kasi Theme Park.


I would also like to see some new techniques available to master TKA's. For example, once you hit master TKA you get 4 more empty skill box's above "master". There would be 20 new skills available to train yourself in, however you could only choose 4 out of the 20 to learn, and you'd also need to get enough unarmed XP to obtain these skills. This will allow for a little variation between master TKA's. These skills would only be trainable at the under ground training facility or through TKA's who've learned the skill, and possibly require you to win a few one on one PvP battles there.


I want to feel like the TKA order has a place in the SWG universe and not just the TKA profession. I want to be immersed in the SWG universe while I'm behind the keyboard! I want to play a game where each player is truely unique and Every master TKA isn't the same cardboard cut out of eachother. And quite frankly the only things that differentiate master TKA's from eachother right now is their species choise and their equipment. Come on devs. Use your unlimited imaginations to give us a game world thats immersive enough to keep the other professions as intresting and fun to playas the jedi profession.

Message Edited by josfe on 05-10-2004 03:55 PM

PaiMei
Mon May 10, 2004 5:27 pm
#25


/sign






Periclesbiwan:


TKM


Volcano Projects


tiberian_death
Mon May 10, 2004 5:35 pm
#26




I would love to see us get a complete revamp and give us a bigger immersion into the game. In my vision of this revamp, thecurrent TKA skill tree stays pretty much the same but instead we change some titles so at the top box we are just a TKA and not yet a master. Then we have the option of going up to master, which would be a completely different tree of boxes and skills that would make us stronger and more in tune with our inner force. Now to make up for making us stronger we wouldhave toMaster Brawler in addition with the current TKA tree before continuing to Master. Now to add even more spice, there would be in essense two different trees, one for light TKA Master and one for dark TKA Master. Now for the whole reason for light and dark isn't merely to create a kind of inner fraction for TKA but would lead to us keeping Jedi in check. So light TKA Masters hunt down fallen light jedis who now walk down the path of the dark side and vice versa for the dark TKA Masters. This would allow us to actually be closer to the description we are given in EU and allow us to monitor the Jedi numbers because we are just one more thing they have to worry about. Then we could also add a conflict between the two sides but I'm more concentrated in us being watchers for either side.




Now I know this would be taking a way from BH but it would be different. A BH can get a bounty on any Jedi and they get paid. We would only be able to attack opposite sided Jedis and we don't get paid, we just do it because its our duty as a watcher. Plus if they give the BHs a lot more love and maybe even Smuggler bounties or Player bounties, then I don't think it would be that big of an issue that we would be another form of population control for the jedi. It can even go to the point that once we reach master we automatically gain a tef for opposited sided Jedi because I know they are currently planning on making them automatically overt but I personally don't think that will slide with the Jedi very well. I more imagine that the massives will cry for changing it and eventually the devs would create a permanent tef between light and dark Jedi which makes a lot more sense then making them overt to everyone.


Oh one other thing I think would be cool if we got, is special robs that aren't exactly the same as the Jedi but are similar and are something we have to wear going up the Master Tree of TKA. So you would see us as TKA Master monks and not another toon with composite on.

Message Edited by tiberian_death on 05-12-2004 03:59 PM



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