Teras Kasi Archive

Thread: How to Fix the Game

Kasamatsu
Mon Mar 21, 2005 5:40 pm
#1

Well, since I no longer have faith in the DEVs ability to fix the game without making it into an entirely new game... I will do their job for them and show how it can be fixed in the following post. Since I am TKA I will start out with how I view the TKA profession. In the following couple days I will post in this thread how the rest of the game should be fixed... but for the most part will keep my nose out of the other professions. I am going to overdo it a bit in that I don't expect EVERYTHING here to be changed like this, I'm just throwing out ideas in a a logical grouping. Some of the numbers I have in here are just guesses for now, and are definitely changeable. Please do post comments on what you think.
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Teräs Käsi Artist.
What I wish the profession to be: The adaptation of Martial Atrs into the Fantasy World of Star Wars Galaxies from the viewpoint of an Expert Martial Artist and SWG Veteran.
Ver 1.0 -- 03/21/2005
Kasamatsu


---The Elite Melee Profession---


Defense, Tactics, and Individual Player Control.

PRE REQUISITES
Brawler: unarmed (duh)
Medic: diagnostics (skillpoint payment for Meditate healing ability and knowledge of phisiology for precision striking abilities and for being the top brawler without just being able to stack on two other Elite brawling masteries)

Low overall damage, not much toughness, decent abilities to survive (but not win) a multi-opponent encounter; high defenses-- very evasive/ hard to hit. Survival in a duel by "wearing down" the opponent rather than just killing thru raw damage.

Vs other Brawlers:
One on One a TKM can take a plain fencer or plain swordsman or plain pikeman, and the extra 29 skillpoints helps justify this (assuming the puppet-masters have equivilent PvP skills)
A Master Fencer/ Swordsman/ Pikeman should Be quite a challenge for a TKM but not unbeatable, as should a Master Brawler + any other 2 Brawler Professions.

TKM vs Ranged at Melee Distance = "PWNED!"
TKM vs Ranged at Ranged Distance = Tactics (get them into melee range, run away, or die)

Vs Jedi:
Lower level Jedi Padawans should be beatable by TKM.
Jedi Knights (assuming a decent template and equal PvP skills) should beat a usually TKM but it should take some time to do so, and the Jedi won't walk away unscathed.
FRS Jedi should be able to Beat a TKM but not too quickly, and not without a little bit of hurt.

Least ammount of damage per default attack "hit" but also lowest damage varience.
Low DPS in comparison to most other combat professions.
Fastest attack speed of any profession... melee, ranged & Jedi.
In general low "cost" for attacks with a couple high risk exceptions.
Decent attack accuracy.
Very difficult to hit with melee.
Moderate ranged defense, but not near the scale of our melee defense.
Really difficult to knock down or posture change.
Decent state defenses, but nothing insane.
Fastest movement speed... about on par with forcerun 1 as default "run" speed at TKM across level ground (no terrain negotiation bonuses)... but only while unarmored and only while in "TKA mode." Dizzy State Reduces our enhanced movement speed by 15%.

No high damage multiplyer attacks. A lot of attacks to choose from. No "best" attack of all the professions in terms of damage, state sticking, etc.

My suggested attacks:

1) An attack to each HAM pool, all 3 have an equal and generally low damage multiplyer.

2) Combo attacks which hit all 3 pools simultaneously, but not too powerful.
A combo that does only moderate damage to all 3 pools.
A combo that does low damage to all 3 pools, but may also blind and stun and posture down.

3) Sweep attack.... basic single target knockdown.

4) Counter-joint attack... stops one target and the TKA from moving for 10 seconds. Target may only default attack ( may attack the TKA or a different target), TKA applies a joint lock and deals a moderate DoT style attack to a random pool; ticks as fast as the TKA would normally default attack. Armor on the opponent increases the Lock DoT. TKA may voluntarily break the "lock" at any time by using a special attack. Target may not change posture while locked. Lock DoT doubles of target is knocked down. No healing by either party while "locked". TKA's defenses cut in half while "locked"... making them vunerable while in group battles.

5) Judo-style throw. Moderate damage... enhanced damage to an opponent in armor. Knock-down target and posture down TKA... target and TKA may not move for 5 seconds. TKA may default attack, but a special attack or heal by the TKA will break the "control."

6) Dizzy attack... standard single target dizzy attack.

7) "Flying Kick" ... essentially an increased range attack that quickly moves the TKA closer to target after a sucessful execution (speeds us up for a second as we attack to cover more ground)... yea we're fast and can go faster for a second! High special move energy cost.

8) Breaking Strike- wounds target and slows attack speed slightly by 5%. 15 second timer to prevent too much spamming, limit on the total ammmount of delay that can be stacked against a target to a reasonable ammount of 20%. 5% Reduction wears off after 5 minutes.

9) Crippling Kick- wounds target and slows movement speed... all other info same as breaking strike.

10) Area-kick sequence. 90* cone aoe attack.

11) Spinning-kick sequence. radius aoe, damage is divided evenly across the opponents... so the more opponents the less damage they recieve.

12) Multi-Kick Combo. Single target multiple hit to random pools attack... chance to hit 2-5 times with "default" attack in one attack cycle.

13) Multi-strike Combo. Hits the same random pool on all targets within a 180* "cone" to the front.

14) Evade kick. Sits in que until an enemy attack actually is supposed to "Hit"... high chance to evade that attack and counter-attack with an acrobatic kick. High Special Move Energy Cost. Good opening move.

15) Block and counter. (TKA version of center of being, dodge, counter-attack, block)... Cuts TKA defense/ evasion in half, reduces TKA movement speed by 25%, reduces all damage taken by 75%. Counter-attacks (default attacks) any attacker in melee range... every block and counter uses a small ammount of "move cost" to avoid perma-blocking... runs until TKA runs out of special move energy or TKA does a special attack other than the Evade kick.

16) Roll to Feet. A chance to recover from Dizzy/KD, better chance than just hitting /stand, but not too much better.

Meditate:
Bleed heal at TKN
Poison heal at Meditate 2
Disease heal at Meditate 4
Wound healing at TKM.
3 types of Powerboost: Regen stats, Special Attack Cost Stats, and Primary Stats. ONLY one may be active at a time... Earned at Meditate 1, 2, and 3 respectively.
Force of Will at Meditate 4.
**May not meditate while Stunned. May meditate while blinded, dizzied... assuming you dont flop on your way down, on fire, intimidated.
Powerboost may only be used while not affected by any status.
Force of will is limited to 2 times per a 60-minute timer counted from last FoW; 2 FoWs may not be done within 5 minutes of each other. Battle Fatigue affects FoW chance. 0 bf = 100% chance, 1000 bf = 0 % chance.
BF affects powerboost. 0 BF = full, 500+ BF = 25% reduction, 750+ BF = 50% reduction, 1000 bf = not able to powerboost.


TKA "robes"
Kits for "making" robes may be earned thru quests. Kits offer TKA specific bonuses, and may be applied to a few different specific clothing items. TKA attatchments will take up 4 sockets and thus can only be placed in a 4-socket clothing (only on one clothing Slot... like Jacket-Slot). May not be used on any BIO-E enhanced clothing. At Tier 1, 2, 3 and Master, a TKA is able to go on a quest and earn a robe Kit. Kits are only useable by the toon that did the quest, and therefore the clothing they get enhanced by the kit is branded to that toon and not useable by anyone else (kinda like master pilot gear)

Possible Robe enhancements:
Melee Defense +20 - Tier 1
Ranged Defense +20 - Tier 1
TKA Toughness +5 - Tier 2
TKA damage + 20 - Tier 2
Resist States + 20 - Tier 3
TKA Movement Speed +5 - Tier 3
Meditate + 20 (faster healing, better powerboost... powerboost enhancement is immediately ended if "robe" is unequipped) - TKM
DoT tick mitigation 10% - TKM (Bleed, Poison, Disease, Fire, Force Choke, TKA Lock, etc.)


TKA School of Arts. TKM placeable "dojo"
Dojo protects those who are duleing inside from all item decay and deathblows, including tripple incaps. Allows greif free and worry free "practice"... only wounds and BF will result. One Dojo per TKM. Perhaps to become the master of more than one Dojo there can be Voluntary "Master Challenges"???


TKA Animation Revamp:
Better and more appropriate animations for combat moves... (most especially not so long lasting no more getting stuck in animation lock) I have never been very impressed by the TKA animations due to the fact that I teach children to do every single one of them.
TKA Kata. An extensive moveset of 50+ animations that may be strung together and called via / commands to form a kata macro. Purely an asthetic function, no real purpose ingame.
TKA "streamer" color, thicknes and length options... have IDs able to change streamer attributes??? More colors/ customization available as you level up.



TKM for Life.

- I support keeping & balancing the current combat system You can too

Whoever said "Don't bring a knife to a gunfight" was right; it wouldn't be fair. I can kick your butt without the knife.
Kasamatsu
Tue Mar 22, 2005 5:49 am
#2

How To Fix the Game
HAM/ Buffs/ Medic -- 1.0
Kasamatsu

I like the complexity of having 3 bars, and attacking all 3. I like the 9 different HAM stats. However there are major flaws in the design of this system that have led to mind being the end all target for the most part in PvP. Here is how it could be fixed without dumbing down SWG to the level of any other RPG out there.

First, retain attacks to all 3 primary pools. Keep specific professions masters of hitting certain pools. Keep Mind slightly more "valuable" than Health and Action.

Then...
Make it so that you must take out Health AND Action OR Health AND Mind in order to incap.
Give combat professions at the novice level low damage multiplyer attacks (like X2) for all 3 HAMs.
Change the 60-30-10 Health-Action-Mind hit rule to 50-30-20. (open to suggestions... but it needs to be changed a bit to make incpas possible with the new 2-pool incap system.
A pool may go a bit down into negative numbers to give opponents time to get a second pool down to zero.
Make mind healable via Mind Stims. (more info below)
Seperate Health and Action Stims. Make it so that Medics can only heal one pool at a time... make it so Jedi are the olny ones who can heal all 3 in one action. Possibly allow CM-use only stims that will heal 2 HAM pools at the same time.

Also...
Change the Role of Strength, Quickness, and Focus. In order to perform a special action like an attack, instead of taking damage to the primary pool as we do now, make it drain the secondary pool. So Strength, Quickness, and Focus dynamically change just as Health Action and Mind currently do. Keep Move costs directly associated with the Base Stat, but as we throw attacks we should see our Strength, Quickness and Focus pools going down. There are a couple possibilities on how to show this on the UI, I have no way of illustrating here my ideas, and I'm sure SOE can figure it out... well maybe not.
Constitution, Stamina, and Willpower will still affect Primary pool regeneration. However they will now also affect secondary "move pool" regeneration, at double the speed of the primary pool.
Get out of the linear special-move-cost system... even with the best buffs a player should still be paying a little bit of Strength/ Quickness/ Focus to perform special actions. Currently we just have to get these stats up to around 1500 to be able to spam endlessly. Use diminishing returns, make an ideal number where anything after that does still help, but not by much. (y=mx+b doesn't cut it here!)

Now...
Entertainer Buffs are relatively ballanced. The exception is the imballance of Doc Buffs at present and the flaw of human secondaries being able to go up to 1100 (that has never been fixed) make it so humans can have overpowered mind stats with no drawbacks in Health and Action Stats.
Doctor buffs need to be ballanced to be like entertainer buffs--enhancing only a percentage of the Base Stat. The percentage is based upon the crafting process. Most buffs should come out near 100% but theoretically with perfect resources and subcomponents 125+% should be craftable. Shorten standard buff times to around 2 hours, but with experimentation may be pushed up toward 3 hours. Make Doc Buffs Easier to apply, by making only a Primary Buff (Health and Action) Pack and a Secondary Buff (Strength, Constitution, Quickness, and Stamina) Pack. (Or maybe go 3 Buff Packs instead of 6 Packs by doing Primary, Special Cost and Regenertion Packs.)
Keep Food, Booze and Drugs as a set number addition.

Medic Tweaks:
Make Bio-Engineers able to make a basic damage stim that any player can use for minor healing of Health.
Novice Medics get certed to use a Stims A (remember there are Health A's and Action A's in my system) and Woundpacks A
Pharm 1 Gives *Health & Action Stims B, Mind Stim A's
Pharm 2 Gives *Wound Medpacks B
Pharm 3 Gives Health and Action Stims C
Pharm 4 Gives *Mind B's
Master Medic Gives Wounds C and Mind C's
*No Advanced components may be used to make B's... only C and above.

Message Edited by Kasamatsu on 03-22-2005 05:36 AM



TKM for Life.

- I support keeping & balancing the current combat system You can too

Whoever said "Don't bring a knife to a gunfight" was right; it wouldn't be fair. I can kick your butt without the knife.
Kasamatsu
Tue Mar 22, 2005 5:50 am
#3

And Yet one more Reservation... hopefully this will be enough.



TKM for Life.

- I support keeping & balancing the current combat system You can too

Whoever said "Don't bring a knife to a gunfight" was right; it wouldn't be fair. I can kick your butt without the knife.
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