Teras Kasi Archive
Thread: Writing TKA's (and other Melee's) into the SWG Script
I have constrcutive suggestions near the end of this article, I promise. But...
Currently, Teras Kasai (as well as the other unarmed classes) are out of place and obsolete in the Star Wars Galaxy "Script." We are the mutts, the unloved step-children. But this should not be a surprise, for SWG is a universe with high-tech ranged weapons. Nowhere in Star Wars (or in any Sci-Fi setting that I can think of) do unarmed warriors rush and defeat foes with ranged weapons (unless they wield a light saber or wear bullet deflecting bracelets). It just doesn't happen. History shows that even the feudal Japanese, masters of melee combat, quiclky adopted the most basic of modern gunpowder weapons to defeat sword armed rivals.
Unarmed warriors defeating high-tech ranged foes doesn't happen in Action or Sci-Fi Hollywood. Rambo, Bruce Willis, Bruce Lee. Why do we TKA's expect to have anything different?
TKA's are not by any means underpowered. We hit for insane amounts of damage and have skin as tough as armor. We can go toe-to-toe with beasts other classes run from.
Yet, I still say we are irrelevant in SWG. Many players want our powers increased to attain relevancy (i.e. lower HAM, more ranged defense, etc). Unfortunately,increasing our power will only make us relevant if the increase is such that it throws theoff the "class balance" andhurts the non-melee players enjoyment of the game. In thiszero-sum galaxy, the more damage one class does or defense has, theweaker other classes becomerelatively speaking. If you dont agree with this, ask how the pistoleers, carbineers and riflemen now feel that Commando's are packing massive firepower. Likewise, if TKA's got more defenses or offense, it would only create heartburn to others and generate dissention.
So, buffing up TKA's isn't a feasible option for making us relevant. Nerfing everyone else around us (zero-sum, remember?) won't work either. Fixing some of the features (bugs)of the game that are not consistent with the rules of physics or common sense would help TKA' s, but would not solve the fundamental problem that we have....
We are in a genre that we don't belong (yet). The Directors need to make us relevant, to matter in the scheme of things and tweaking our offense or defense won't really fix this. We are characters in a cast and we have been written out of the script. (This was painfully highlighted to me when I saw a rock bettle replacemy limitedself-percieved role as Tank). Why party with a TKA when you can have a pet?
HERE ARE MY SUGGESTIONS TO MAKE TKA's RELEVANT
1) Iron Skin, Lazer Deflection Ability, and Teleport Skill: Just kidding! Please read on.
2)Make Common Sense Changes: Stick andEncumbrance. Fix the features that defy both the laws of physics and common sense: first the inability to "stick" to an opponent once engaged. If they try to run give themelee person a goodoppurtunity to hitthem in the back ofthe head or something for increaseddamage or knockdown(and if they want to shoot while running away, slow them down!). Second, fix encumbrance. A persons running speed should be affected by what they are carrying, wearing, and holding. Unarmed and lightly armored persons should be able to close the distance on more heavily encumbered foes. This is physics and only fair. Its absence hurts unarmed classes greatly.
3) Write TKA's into the SWG Script.Unarmed and Melee classes are a sort of sub-culture. Rather than assimilating us, the Directors should create a little niche that we could prosper in
1)
I have constrcutive suggestions near the end of this article, I promise. But...
Currently, Teras Kasai (as well as the other unarmed classes) are out of place and obsolete in the Star Wars Galaxy "Script." We are the mutts, the unloved step-children. But this should not be a surprise, for SWG is a universe with high-tech ranged weapons. Nowhere in Star Wars (or in any Sci-Fi setting that I can think of) do unarmed warriors rush and defeat foes with ranged weapons (unless they wield a light saber or wear bullet deflecting bracelets). It just doesn't happen. History shows that even the feudal Japanese, masters of melee combat, quiclky adopted the most basic of modern gunpowder weapons to defeat sword armed rivals.
Unarmed warriors defeating high-tech ranged foes doesn't happen in Action or Sci-Fi Hollywood. Rambo, Bruce Willis, Bruce Lee. Why do we TKA's expect to have anything different?
TKA's are not by any means underpowered. We hit for insane amounts of damage and have skin as tough as armor. We can go toe-to-toe with beasts other classes run from.
Yet, I still say we are irrelevant in SWG. Many players want our powers increased to attain relevancy (i.e. lower HAM, more ranged defense, etc). Unfortunately,increasing our power will only make us relevant if the increase is such that it throws theoff the "class balance" andhurts the non-melee players enjoyment of the game. In thiszero-sum galaxy, the more damage one class does or defense has, theweaker other classes becomerelatively speaking. If you dont agree with this, ask how the pistoleers, carbineers and riflemen now feel that Commando's are packing massive firepower. Likewise, if TKA's got more defenses or offense, it would only create heartburn to others and generate dissention.
So, buffing up TKA's isn't a feasible option for making us relevant. Nerfing everyone else around us (zero-sum, remember?) won't work either. Fixing some of the features (bugs)of the game that are not consistent with the rules of physics or common sense would help TKA' s, but would not solve the fundamental problem that we have....
We are in a genre that we don't belong (yet). The Directors need to make us relevant, to matter in the scheme of things and tweaking our offense or defense won't really fix this. We are characters in a cast and we have been written out of the script. (This was painfully highlighted to me when I saw a rock bettle replacemy limitedself-percieved role as Tank). Why party with a TKA when you can have a pet?
HERE ARE MY SUGGESTIONS TO MAKE TKA's RELEVANT
1) Iron Skin, Lazer Deflection Ability, and Teleport Skill: Just kidding! Please read on.
2)Make Common Sense Changes: Stick andEncumbrance. Fix the features that defy both the laws of physics and common sense: first the inability to "stick" to an opponent once engaged. If they try to run give themelee person a goodoppurtunity to hitthem in the back ofthe head or something for increaseddamage or knockdown(and if they want to shoot while running away, slow them down!). Second, fix encumbrance. A persons running speed should be affected by what they are carrying, wearing, and holding. Unarmed and lightly armored persons should be able to close the distance on more heavily encumbered foes. This is physics and only fair. Its absence hurts unarmed classes greatly.
3) Write TKA's into the SWG Script.Unarmed and Melee classes are a sort of sub-culture. Rather than assimilating us, the Directors should create a little niche that we could prosper in
a) Create an Unarmed NPC City ("Enter the Dragon") Just one per galaxy. A place where the NPCs power that be have banned all ranged weapons within the city walls. This idea is not all that outrageous. Even the most famous martial artist of all time, Bruce Lee, needed a little help from the script so that he could show off his kicks and combos without getting his ass shot.
So, the SWG Directors make a city where our sub-culture can flourish. More importantly, they make THIS CITY RELEVANT by granting the faction that controls the city some sort perk (faction points?). This will make melee players on both Rebels and Imperial important to capture this city, making us RELEVANT.
b) Melee Mission Terminals "Master Chow, Master Chow, the Wang clan have kidnapped my daughter, please save her!" That's right, give us missions where we can do melee things against melee mobs with a melee flavor. This will enhance our gaming experience (spin kickin a Bantha looks sooo dumb) and give us purpose. We could earn a form of unarmed faction points (honor or karma) to join NPC Martial Arts Factions, or cash in the points for....
c) NPC Students or Dojo Creature Handlers have pets, driod makers have droids, and what Is Mr. Miyagi without Daniel San? Or Master Shaolinwith without Grasshopper? Give Melee's ability to recruit NPC Students. The number and quality depending on the rank of the player.
Allow true masters to establish Dojo's. A place where they can house students, train players and hold tournaments. Bring your best NPC to fight a rival instructors, create a feud and have open war in the streets. Im talking Big Trouble in Little China kind of action!!!!!
As it stands now, its almost not worth it to attain master brawler master specialization. However, tying in number of students and quality and ability to have aDojointo the Master status, will make being a Master truly worthwhile.
BronzenSunrunner
"My Spanking-Monkeystyle kung-fu can defeat your Choking-Chicken Kung Fu"
Well I agree partly with you.
That one part being that us Tera's Kasi need some dojos. In fact, the very first day I ever played I told all my friends that thats what I was going to do. And to hell with NPC Students, I say I make a dojo and have my students hoop through loops for awhile before I give them the skill. It's possible, and even if it isn't, I can do it in my mind. Also, you embarked on a number of copyright infringements, so you get a warning this time because thats pop culture I guess. And Mr. Miyagi was a janitor without Daniel San, and afterwards he was a Janitor with a Japanese Pagoda made on cheap slave labour. So that's news for ya.
In other news, the duel wield pistols are coming along quite nicely, and two striker pistols will make my Matrix character complete, first ranged then ass whooping up close.
Mmm its good to be me.