Teras Kasi Archive

Thread: Thoughts for discussion...

Knocky
Mon Aug 23, 2004 2:10 pm
#14






CarissaLeigh wrote:

This is something I've suggested before.


Think of the Special Edition Goggles and how you have those. (Can't trade them or whatever)


As you advance through TK you acquire a non-tradable item that can be equipped just like a weapon. The catch is the item that you equip represents the damage type you want to apply.


These new damage types can be acquired through simply gaining TK levels or like a schematic that gives you access to the new damage. The schematics could come from quests or loot drops.


Basically, you get pictures of Fists that you equip and let you dictate damage types. Can't be traded and are treated like weapons.



  • Fists on Fire = Heat

  • Fist of Ice = Cold

  • Fist of Iron = Kinetic

  • Etc, etc





The Devs are currently traveling that spacelane with crystals tuned to a specific Jedi.


In EQ2 there are weapons that are "attuned" to individual players so no other person can use it.


I defintly like the idea ofdecent weapons/schematics/abilitesthat can only be used by one person.


Utess
Mon Aug 23, 2004 2:12 pm
#15






Ryutek wrote:
Two Cold Damage weapons as far as I know, a Grenade and a Rifle...






I forgot about the grenade >_<


Okies, one weapon weapon and one short use weapon.


Also worth suggesting, if we go the completely weaponless route, we can do damage type changes by giving us equipable gloves that just wear down like clothing or maybe armor does.




________________________________

'Tess

- Utess Pero: Master Entertainer, Master Dancer, Master Musician, ID
- Andria Pasretti: Master Artisan, Master Merchant, Teras Kasi Master
- Tatiyana Karkuf: Master Medic, Master Combat Medic, Master Doctor
Knocky
Mon Aug 23, 2004 2:16 pm
#16






Ryutek wrote:
Knocky,

Ok, I see what you were saying now. Realistically it wouldn't be something that you could relate to unless you put emphasis on the "spiritual" side of TK. By channeling "Ki" energy you could feasibly explain it, although not very well. It really would just have to be accepted as possible in the SW Universe, be it through some type of technology or through the spiritual aspect of TK...






Well i could see heat and cold damage types added that way. However just because one melee profession has a damage type does not mean it is off limits too use in a hypothetical sense.


By that reasoning we need to have kinetic damage removed form Swordsman, Fencer and Pikeman. They have Blast, Stun and Electrical damage respectively. While all we have is Kinetic.

Ryutek
Mon Aug 23, 2004 2:16 pm
#17

CarissaLeigh,

An interesting idea, and one that I would love to see in quest-specific items. I don't really think the Dev Team here is at the point of doing it for every profession throughout their ranks, mostly because it would hurt the Weaponsmiths pretty heavily I would think. Quest-based weapons though... that would be neat to see



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
CarissaLeigh
Mon Aug 23, 2004 2:19 pm
#18






CarissaLeigh wrote:

This is something I've suggested before.


Think of the Special Edition Goggles and how you have those. (Can't trade them or whatever)


As you advance through TK you acquire a non-tradable item that can be equipped just like a weapon. The catch is the item that you equip represents the damage type you want to apply.


These new damage types can be acquired through simply gaining TK levels or like a schematic that gives you access to the new damage. The schematics could come from quests or loot drops.


Basically, you get pictures of Fists that you equip and let you dictate damage types. Can't be traded and are treated like weapons.



  • Fists on Fire = Heat

  • Fist of Ice = Cold

  • Fist of Iron = Kinetic

  • Etc, etc







Follow up to my post.......I see trouble with this as it takes Weaponsmiths out of the loop.


Maybe it should be lootable schematics that let you make new types of Vibroknuckles with different damage types. Just like the Geonosian, DE-10's and Scythes.


This would need a serious balance pass to make sure it doesn't make TK overpowered.




Carissa Leigh
Master Smuggler/Commando
Mos Krayta, Tatooine. Mall is Beside Shuttlepad. (Weapons, Resources, Power)
** ALL Vendors registered on Planetary maps **
Kud
Mon Aug 23, 2004 2:23 pm
#19

I love you Ryutek, I also LOVE the idea, I LOVE TK and it would be pretty awsome if we didn't have to use knucks. This gives us the full "unarmed combat" look and it would greaten our realism.



Jedgar Demolition Stalker of the Empire. Tarquinas (UnGuilded)

Draul Wushu Demolitionist of the Empire. Chilastra (NOVA)

CarissaLeigh
Mon Aug 23, 2004 2:30 pm
#20

Brainstorming..............



  • Posion injectors on VK's to add DOT (Think the movie Blade)

  • Explosive ejectors that cause a Directional damage explosion (Blast), maybe depletable like a Rocket launcher.

  • Bracers with a Refined crystal witha focused energy beam(nearly a lightsaber) but much shorter. (heat or energy)

  • Electrified VK's that require droid batteries to power them.


All these Looted Schematics and need a Master Weaponsmith to make for you. Some would require extra pieces to make.




Carissa Leigh
Master Smuggler/Commando
Mos Krayta, Tatooine. Mall is Beside Shuttlepad. (Weapons, Resources, Power)
** ALL Vendors registered on Planetary maps **
Mankind00
Mon Aug 23, 2004 2:30 pm
#21

Personly I prefer the routes which make it unique to the player, stuff like the Hero of Tat it feels like you have worked to have this ability but at the same time I don't want to see weaponsmiths taken out of the loop too much. How about something thats like a schamatic that we build, however make it require parts from a WeaponSmith to be good.


Regarding damage types, what damage types would people think we could get? Ok Blast & Stun are off limits but how about Energy? I can't help but want something that would let me really help kill an Elder when on a guild hunt for example.


Personly I'd like to see us push for no 100% resists some more as I think many others would, even if they leave it at say 80% it's just nice to feel like your there for a reason other thento front the main armour bill I have to say the lack of damage types is the only reason I'm currently a Swordsman as awell as a TK, I don't use swords much but there are times I don't have much choice as TK just isn't a valid option.



___________________________________
Mankind / Karka Nay'fey - REJEK
Ace Alliance Pilot
"It's time to prove to your friends that you're worth a damn.
Sometimes that means dying, sometimes it means killing a whole lot of people. "
Galactic Senator
FarStar Pilot Helper List -- The Friday Night Hunt -- FarStar Space Event (Ep4)!


Atama
Mon Aug 23, 2004 4:05 pm
#22

I already posted a response before when it was posted in the other thread, but I'll repeat some of what I said and add a little more.

I love this idea. I'd really like it if we didn't equip anything in battle. I like the idea of gaining a natural AP1 from our training and AP2 at master. I love the idea of getting a new damage type (preferably at master) that you can quest for and have it come from our mystical training.

I do have reservations and some possible solutions...

1) Our HAM costs would be very minimal. We should have our HAM costs from specials raised to compensate, otherwise we will have balance issues because we can spam really damaging specials with little cost.

2) We kill business for slicers and weaponsmiths. However, with having only one weapon, and not even being certified in it until TK Novice, and not even really needing it to fight, I doubt that VKs mean much business for smugglers and weaponsmiths to begin with.

3) Just about everyone will be hitting the same. I'll admit though that most people already use VKs that are 50-200, so we already don't have much variety anyways. I don't consider this a real problem.

I love the idea of having heat, cold or acid as a damage type (to not step on the toes of other melee professions) and I really, really favor cold because it's not resisted much and almost nobody does it (who the heck uses grenades, and an SG-82 is a marksman rifle and you don't see it often).

Message Edited by Atama on 08-23-2004 04:06 PM



*********************************
Krayt Dragonfist, Trandoshan
Imperial Security Bureau
Corbantis Server

If you claim to "own" me, I want to see the receipt.
Knocky
Mon Aug 23, 2004 5:38 pm
#23

Yeah, I did not even think about HAM costs.


Those will have to be increased to compensate, in relation to the revamp....whenever they get to that.
Abdullahsmith
Mon Aug 23, 2004 6:14 pm
#24

Something to throw in the grinder..
We get powerboost at med 2 right? Why not add to powerboost at the Master Lvl. By being able to switch dmg types with powerboost at master TK. You then add HAM costs to using a VK while PB at Master. Or even Ap2 during powerboost with increased ham costs.

Someone brought up the idea of Meditating to a new Dmg type. I kind of liked that idea so I thought of this.

just some thoughts.



Shadow Stalkers
Abdullah Smith
Suhail Akbar
Atama
Mon Aug 23, 2004 6:22 pm
#25

I was thinking of something along those lines, but I wouldn't want the damage type to be tied to our powerboost because then you'd have to change damage types anytime you wanted the HAM boost.



*********************************
Krayt Dragonfist, Trandoshan
Imperial Security Bureau
Corbantis Server

If you claim to "own" me, I want to see the receipt.
Abdullahsmith
Mon Aug 23, 2004 6:31 pm
#26

What about a second different kind of Boost. that is like PB yet you can choose one or the other. Not both.



Shadow Stalkers
Abdullah Smith
Suhail Akbar
Page 2 of 8