Teras Kasi Archive
Thread: Some cool Brawler PvP survival ideas by LoganSaj
I really like Number 3! Infiltrator stealth (ala Dark age of Camelot) would be sweet, but we all know that would never happen... although Knights of the Old Republic does have Stealth Field Generators that make the wearer invisible.
LoganSaj wrote:
I agree with the idea that brawlers seem to have no use in combat with most opponents. Ranged weaponers can simply run as they fire, even AFTER they have fired from over 60m. I have an idea that would have at LEAST have a major impact on this sort of "disheartening" situation.
Proposed solution:
1) LAW - cities should not allow peple to simply walk around with 5' rifles in their hands. There should be limitations withwhat people CAN walk around in a city. Some cities have more law than others, but for the most part, players should not have the complete and utter freedom to walk around with ANY weapon they choose. If this were implemented, PvP would become completely dominated by brawlers IN cities and by ranged weapons out of cities. However, the idea that "disturbances" could be also handled by law could alleviate that as well.
2) Conditional Situations. In real life, it's not as easy to shoot someone as it is in this game. The three most important factors in hitting a target at a distance is range, speed and size.
a) size has never seem to have ANY effect on the chance to hit a target. Rancors should be much easier to hit than a baby butterfly.
b) where range is considered in the game mechanics, it's not terribly accurate for purposes of overall fairness.
c) speed is never a factor when considering the chance to hit a target in SWG.
Additionally, in game, actual cover (walls, foliage, allies, creatures, MOUNTAINS, etc.) has no real effect against ranged weapons.
Also (IRL), guns are not nearly as effective (skill-wise) once someone has made it to you, because they first attempt to eliminate the weapon by knocking it from your hands or grappling it from you. However these options are not permitted in the game. Brawlers, especially skilled ones, know better than to fight "fist vs. gun". Therefore they make the odds more fair by taking the gun from the gunner. Now, if the gunner can fight with his hands just as well, then that's fair. Perhaps ranged weapons should be considered useless once the opponent has reached the gunner. This would make ranged weaponers spend more time thinking tactically about how to attack. I know that most gunners already do this, but in PvP, it would be even more necessary.
3) Stealth. If implemented, the capability of sneaking up on an opponent would make some think twice about going up against a brawler who had the ability.
4) Targetable Wounds. If a brawler were able to "disable" his opponent (again as IRL), then the gunner could no longer shoot at him at all. Think about this...If a Teras Kasi master were to run up to a gunner and break both his arms, the gunner would be completely useless as a gunner - without a doctor. But his game would pretty much be over at that point. Then, next time he challenges a Teras Kasi master, he 'should' know better...and have no real reason to complain.
5) Armor. Armor is much more effective against hand attacks than weapons. Therefore, a gunner should more likely be wearing armor as it won't do the brawler much good. HOWEVER, this should slow the gunner down a bit, allowing the brawler a better chance to catch him.
6) Various speeds. Players should have more control over the speeds of their characters. Some want to be fast, others slow...and some don't care. This could possibly be another statistic during character creation. And if a player is faster than another, he would be able to catch up or outrun him. But at this point, all players are the same speed regardless of strength, race or size...but no one can outrun any quadriped. IRL, none of this would necessarily be true. Now, I know that scouts gain terrain advantage when moving, but this is a separate issue for this argument since it does not always apply.
I'd settle for brawlers having the ability to become invisible on the radar. ![]()