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How should the Commando profession look? Ideas based upon the Community Wishlist.   [ Edited ]
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RazerWolf
Jedi
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Registered: 07-03-2003


RazerWolf
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So, the Community have in general had a hell of a lot of ideas for new skills, weapons, missions, etc etc for Commando. But how would these look as a finished profession? Well, a few of them are mutually exclusive, but her's my interpretation of what we want.

Novice Commando

This is the foundation for all the Commando skills. The Commando learns at this level how to use simple explosives, the correct safety procedures for the close assault weapons - the Flamethrower and Heavy Acid Rifle, as well as basic training with the MDWS - the Multi Deployable Weapon System, and the squad support weapons, the Launcher Rifle and Repeating Blaster Rifles. The Commando also gains access to Commando mission terminals, but is limited to the first mission type, the Advanced Destroy mission. These missions are similar to existing destroy missions, but the enemy "base" returns fire, and reinforcements do spawn, unlike current destroy missions vs humanoids.

Certifications:
C22 Grenade
Flamethrower
Heavy Acid Rifle
MDWS
MDWS Rocket Packs
Launcher Pistol
Launcher Rifle
Repeating Blaster Rifle
Commando Mission Difficulty +1
Special: Fire MDWS

(Bonuses to weapon accuracy and speed are as current, with RL acc/spd being changed to MDWS acc/spd, FT/HAR acc/spd becoming lumped together as Heavy Assault Weapon acc/spd, and the addition of +10 Rifle Accuracy and +5 Rifle Speed.)



Tree 1 - Field Tactics. The Commando learns how to use the terrain to his advantage, including preparation of the battlefield to gain the upper hand on the enemy.

This tree contains the certifications for all the commando Explosive devices, and gives access to new mission types and the first two Mitigation skills. It is a good tree to take in addition to another combat profession, although Master Commando gains the most benefit from its skills.

Field Tactics I
Certification: Glop Grenade (Now has weak Acid Burn DOT)
Commando Mission Difficulty +1
Ranged Mitigation 1

Field Tactics II
Certifications:
Cryoban Grenade (Similar to Warcry, freezes a target for 3-5 seconds.)
Timed Charge
Commando Mission Difficulty +1

The Commando unlocks the second mission type at this level, the Demolition mission. Similar to some of the Theme Park missions, a small "bunker" spawns, in which the Commando must kill all NPCs and place a timed charge inside, destroying the building.

Field Tactics III
Certification: Imperial Detonator (Explosion causes Stun to target)
Commando Mission Difficulty +1
Ranged Mitigation 2

Field Tactics IV
Certifications:
Thermal Detonator (Chance to Dizzy target with blast.)
Remotely Detonated Mine
Commando Mission Difficulty +1

This skill completes the Commando's field training, allowing him to place charges on the battlefield and exploding them at will. It also unlocks the final type of Commando mission, the Defend mission. This mission is difficult, but has a high payout. Similar to the final Rebel Act III mission, the Commando must defend a target from invading forces, killing them all before the objective is destroyed. The Remote mines which the Commando gains access to at this level will help immensely in this. The mines each take up one inventory space, the Commando must kneel and pause for 5 seconds to deploy. (Occurs automatically when a mine is used, as with the current RL animation.) Upon deployment, the Commando recieves a control device in his datapad which will detonate the mine when used. The Commando can have no more than 5 mines deployed at any one time.

Other changes to this tree include an extra +30 Thrown Accuracy spread across the boxes, Grenade range increased to a uniform 48m, Ideal ranges ~30m, AOE does not hurt Commando.

Possible addition of Grenade Launcher cert at FTIV, drag and drop grenades onto launcher to increase max range to 64m.



Tree 2 - Multi Deployable Weapon System (MDWS). Replaces Commando disposable weapons.

This weapon is an empty "tube" which is designed to fire a variety of ammunition types. Unlike current Disposables, it is equippable so that you can actually gauge your accuracy with it. It also has no autofire mode, each attack must be queued individually. The accack command is granted at Novice Commando. The weapon itself has damage of zero when unloaded, and a Min/Max damage equivalent to Single/Double the power of the ammunition pack used when loaded. These values can be experimented upon by the weaponsmith. The ammo types available are as follows:

Rocket Packs - Blast Damage - Certification granted at Novice
Energy Cells - Energy Damage - Certification granted at MDWS I
Acid Capsules - Acid Damage - Certification granted at MDWS II
Ion Charges - Electrical Damage - Certification granted at MDWS IV

These ammunition packs have values of Power and Charges which can be experimented upon.

The weapon is loaded in a similar way to adding a powerup to a weapon. The ammo pack can also be removed from the weapon and swapped for a diffrent type. This destroys the loaded ammo pack.

The MDWS is most accurate at ranges of 40-60m, ideal at 48m.

The MDWS is relatively slow, but all shots are AP3.

Acc/spd mods are spread over the tree and Novice/Master for a total of 120 acc and 40 spd.

Note: Various things about this weapon may be difficult to code, and thus I reccomend heavy discussion about their implementation

New Addition

Due to discussion in the "Definetive answer to the "wear are all the rocketlauncher" question" thread, another idea for implementaion has come up.

Rather than powerup loading, the MDWS would work in a similar way to a Lightsaber, in that the weapon can be "opened", and ammo packs placed inside, altering the damage, damage type, speed and HAM cost of the weapon, as with Lightsaber Crystals and Pearls in Pub 9. The advantage of this is that the code already exists and would only need slight modification. Ammo packs would also be simple to swap in and out as necessary. To accomodate this, the ammo packs would have their own individual damage and speed modifiers, mirroring Crystals.


Tree 3 - Heavy Assault Weapons. Replaces Flamethrower tree.

This tree is the least modified from the current Commando trees. Both the Flamethrower and Heavy Acid Rifle will share the Heavy Assault Speed/Acc mods, and Assault Single / Cone 1/2 specials. Modifiers on these specials to be tweaked to allow a similar damage output as currently exists with the Flamethrower. Preferably an increased speed with the same damage multiplier as with the HAR. So the FT will do less damage per shot, e.g. 10k per shot instead of 14k, but recharge time reduced.

The HAR will still have a lower damage and speed than the Flamethrower, but should be raised to AP2 for use as the "Armour Assault" weapon.

Heavy Assault I
Assault Single 1
Assault Toughness +10

Heavy Assault II
Assault Cone 1
Assault Buttsmack (Melee KD special)

Heavy Assault III
Certification: Carbonite Assault Weapon
Assault Toughness +10

Heavy Assault IV
Assault Single 2
Assault Spin (Melee AOE special)

The toughness mods reduce all melee damage by a percentage similar to that granted to melee classes. They only apply when using one of the three Assault guns. They stack with no skills other than Melee Mitigation granted by other professions taken.

The Carbonite Assault Weapon has stats as follows (for an average weapon):

Damage: 300-600
Damage Type Cold
AP: 1
Speed: 3.6
Range: +10/+30/-50 @ 0m/16m/64m
HAM cost 100/60/40

HAR stats to be tweaked also, increased to AP2, keeping the slow speed. This should put all three weapons on a roughly equivalent average damage per second, weapon choice determined by target armour and resists. (Not "Whatever it is, FT it" as is the case now.)

Accuracy / Speed mods similar to now, an added bonus of +20/+20 Acc/Acc while moving.



Tree 4 - Rifle Support Abilities. Replaces Heavy Acid Rifle tree.

This tree provides the Commando with the basic knowledge he needs to support a squad in combat, granting him expertise with repeating and anti-armour rifles, and maneuvers designed to keep the eneny at a distance. This tree will give the Commando a set of unique rifle specials in the same way that a Bounty Hunter has with Pistols and Carbines.

Rifle Support I
Supercharge Shot - Similar to Overcharge shot, this is a powerful but slow shot, as the weapon has to cool down. It powers the weapon up to a degree where the weapon discharge causes an intense flash of light, blinding targets. (Increased damage from OverChargeShot2)
Rifle Accuracy +10
Rifle Speed +5

Rifle Support II
Suppression Fire 2 - AOE posture down maneuver. This teaches a Commando how to lay down a hail of fire which causes groups of enemies to dive for cover.
Rifle Accuracy +10
Rifle Speed +5

Rifle Support III
Certification: Imperial Heavy Repeater
Concentrated Fire - Fires a volley of shots, carefully concentrated on one target. Single target shot with very high damage and medium cooldown time.
Rifle Accuracy +10
Rifle Speed +10

Rifle Support IV
Saturation Fire - Fires a sweeping volley of shots over the whole battlefield. AOE high damage shot. Similar damage to Flushingshot2.
Rifle Accuracy +10
Rifle Speed +10

The two main weapons for this should be the Repeating Blaster Rifle and Launcher Rifle

Repeating Blaster Rifle
Damage 200-300
Damage Type Energy
Speed 3.0
AP 2
Range -70/+30/+0 @ 0/48/64m
HAM cost 50/70/40

Launcher Rifle
Damage 250-400
Damage Type Blast
Speed 5
AP 1
Range -50/+40/-10 @ 0/55/64m
HAM cost 80/60/30

The Imperial Heavy Repeater is a similar weapon to the Repeating Blaster, but AP1 Kinetic, and about 50 damage higher. This could be a schematic reward or loot weapon.

All three of these weapons should get huge accuracy bonuses when prone.

Note also that the Launcher Pistol might be perferable as a weapon over the Launcher Rifle, until you have more proficiency in the Rifle Boxes

This tree is designed so that Riflemen who dabble do get bonuses, but not huge ones without going high up the tree. The Repeating Blaster would be a nice high-minimum damage alternative to the Laser, but not necessarily preferable to the T21. The main strength Commandos who dabble on the Rifleman profession get good bonuses also.



Master Commando

Here, the Commando becomes a master of all forms of warfare. They gain access to the ultimate in Squad Support, the E-Web mounted repeating blaster cannon, as well as completing their training in the other areas of Commando expertise.

Certification: Proton Grenade
Certification: E-Web (Shared with Squad Leader)
Certification: Dropship (Shared with Squad Leader)
Rifle Accuracy +15
Rifle Speed +15
Assault Accuracy +30
Assault Speed +10
Assault Toughness +10
MDWS Accuracy +20
Thrown Weapon Accuracy +20
E-Web Speed +50
E-Web Damage +25

(Note that Master Squad Leader gets E-Web Damage +25 and E-Web Accuracy +50 which are bonuses applied also to the Commando if the two are grouped and within 16m of each other.)

The Dropship is a unique form of transport available to Commandos and Squad Leaders. It basically allows the MC/MSL to "purchase" a ticket from a factional recruiter which instantly transports them, and up to 9 other same-faction group members, to an allied Detachment Headquarters base or PVP battlefield of the users choice. Can also be used to transport to certain planet-specific locations (Rebel Base on Corellia, Emperor's retreat, etc.)



That's as much of the Community Wishlist as I could think to fit in one single profession without making it unbalanced. I've tried to keep the trees unique, while meshing together well, and also all good in their own right as trees to take for Dabblers, without making the Dabblers over-powerful too. And of course the Master Box makes the Commando much better than taking any single tree. No MC = Flame IV.

Opinions please? Anything you think shouldn't be there?

Message Edited by RazerWolf on 06-19-2004 02:33 PM

_________________________________________________________
Artoc Lero, Soldier - Starsider - Master Rifleman, Master Doctor - On Hiatus

Brynneth - WoW, Argent Dawn
TBC - WoW, Tichondrius
05-31-2004 11:33 AM  

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Re: How should the Commando profession look? Ideas based upon the Community Wishlist.
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StarNick
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StarNick
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Damn, I love this idea.

Very Interesting take on the missions, one of the more original ideas I've heard on these forums for a long while now...(including the mines!)

Your Field Tactics tree makes perfect sense...more so than any terrain negotiation...

The MDWS prolly will never see light of day...but would be a hell lot simplier in consolidating skill mods AND schematics.... (however I think each charge should have its own AP..rather than a cross the board standard)

The Assault Tree...exactly how I imagined it (including the Art of Commando ideas too!)....and very interesting with Assault toughness...which makes perfect sense! Rather than melee defense...give us Melee specials and toughness! goes perfectly with the Unarmed skills...

Overall...5 stars! Smashing good ideas there Razer!!

And for a suggestion on a 4th tree...some sort of Base Tactics....deployable weapons, entrenching stuff perhaps...**new vehicle certs?**

Like....some new vehicles that have mounted turrets that commandos can use...or special enhancements for a commando manually taking control of a turret...

Basically...a commando in SWG involves finding the enemy (field tactics), hitting him hard (hvy weapons/assault), and defending a base from attack or of similar nature.....not exactly like a RL commando....but we're the Elite Soldiers...we're the crack troops....

We're not special forces...we're U.S Rangers/Marines....

--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games
05-31-2004 07:50 PM  

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Re: How should the Commando profession look? Ideas based upon the Community Wishlist.
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Jedi_Master_Fiction
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Registered: 07-10-2003


Jedi_Master_Fiction

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that sounds sweet as hell

Doing months of questing so i can have the skills i want for jedi and in a sad way i like it.
05-31-2004 08:42 PM  

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Re: How should the Commando profession look? Ideas based upon the Community Wishlist.
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Curgenven
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That is one of the most well rounded and thought out development posts i've seen. If the Devs were to even take the principles of that on board I feel the Commando profession would be better for it. Take another star out of petty cash
06-01-2004 01:42 AM  

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Re: How should the Commando profession look? Ideas based upon the Community Wishlist.
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RazerWolf
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RazerWolf
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Right, should be finished now. Thankyou all for the support so far.

_________________________________________________________
Artoc Lero, Soldier - Starsider - Master Rifleman, Master Doctor - On Hiatus

Brynneth - WoW, Argent Dawn
TBC - WoW, Tichondrius
06-01-2004 10:01 AM  

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overbyte
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overbyte
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/salute

Ullunt Bik'El - Jack of All Trades, Master of None
(-DxD-) :: Yavin :: Chalistra
Commando :: TKA :: Pistoleer :: Imperial Pilot [>O<] :: Forum Grinder

Ye though I walk throught the valley of the shadow of death, I will fear no evil
For I am the meanest mutha in the valley, and I carry a big flamer

06-02-2004 05:38 AM  

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Re: How should the Commando profession look? Ideas based upon the Community Wishlist.
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garvin
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I think these ideas are great...I'll pass them on to the devs for consideration...I doubt they'll get much feedback prior to the Combat Balance, but this is a VERY good start for a proposed revamp if the CB doesn't go as well as we all hope...My number 1 priority if the CB fails is going to be a full Commando Revamp....

Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website
06-02-2004 10:09 AM  

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Ster
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Ster
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"The weapon is loaded in a similar way to adding a powerup to a weapon. The ammo pack can also be removed from the weapon and swapped for a diffrent type. This destroys the loaded ammo pack."
 
Unless there are only a few shots per ammo pack (5 or 10?), it would be nicer to be able to take the pack out and only have the remaining charges left. Be a shame to spend a ton of money and waste like 25 shots. The whole reason to have a multi-purpose gun is so that you dont have to carry around a ton of different guns around, just their ammo packs.
 
 

Ster Nemor... The last of the Mononokians
Master Commando
Master TKA
Pistoleer 0030
06-02-2004 10:58 AM  

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garvin
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one suggestion...I don't see any mention of our DoT specials being taken into consideration...in the HAR/FT merge tree, it mentions that the specials will be there, but it doesn't highlight that the DoTs need to be there...Was this on purpose, or should it be worked in how this revamp idea will impact our DoTs (and vice versa)...

Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website
06-02-2004 11:11 AM  

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StarVoyager
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Very much like this idea razor especially the assault toughness. God knows all commandoes need a toughness or fortitude of some kind simply because of our class(and our weak defenses). Also really like the assault and defend ideas. Finally something that makes good use of us(and is really a definition of who we are)instead of having to go kill wildlife all the damn time for cash.

 

I agree that this should definitely be looked at if the CB fails us. This is a great idea and should not be overlooked. 

06-02-2004 12:31 PM  

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StarNick
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I'd say that was on purpose...details can be worked out with discussions....

--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games
06-02-2004 12:50 PM  

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Re: How should the Commando profession look? Ideas based upon the Community Wishlist.   [ Edited ]
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RazerWolf
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Knew I'd miss a few things.

What would people prefer? Unloading the MDWS and retaining the clip of say 50 "rounds", or just having clips of maybe 20? It's not the kind of weapon you'd use in long bursts, except maybe when someone's tanking Elders / Krayts / SBDs or against bases.

As for the DOT, didn't think about that. Hm. Could either make it an intrinsic property of the weapon, which meand that all shots would DOT, or give DOT to the Acid Rifle as well. Which wouldn't be too unreasonable, considering how Acid does do lasting damage to a target.

Or have a separate DOT attack. That came to me earlier. Adding the DOT to all Heavy Assault weapons would probably be best though.

Message Edited by RazerWolf on 06-03-2004 02:30 AM

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06-02-2004 04:51 PM  

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Fondler
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great post, hope "they" listen

no sig
06-02-2004 05:48 PM  

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StarNick
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Razerwolf..in light of garvin's OMG post....and TH liking this idea...

...you may just become a demi-god on these forums...

I feel pretty good now that I started that wishlist up lol...

Yay!

--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games
06-02-2004 06:40 PM  

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RazerWolf
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RazerWolf
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StarNick wrote:

Razerwolf..in light of garvin's OMG post....and TH liking this idea...

...you may just become a demi-god on these forums...

I feel pretty good now that I started that wishlist up lol...

Yay!






I can't take all the credit, all I did was try and form a profession out of the things which the community in general wanted to see.

_________________________________________________________
Artoc Lero, Soldier - Starsider - Master Rifleman, Master Doctor - On Hiatus

Brynneth - WoW, Argent Dawn
TBC - WoW, Tichondrius
06-02-2004 10:17 PM  

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